Miridon Hunters RPG
 
 

Chapter 6: Battle Rules


Battle Terms:

[Action Block] - One [Action Block] represents 6 seconds of real time.

In each [Action Block], each character can perform one [Offensive Action], one [Movement Action], and one [Verbal Action].

Characters can perform a [Defensive Action] in response to the actions of another player when the conditions are met. They can also perform

[Turn Order] - While every character gets to act in an [Action Block], the [Turn Order] determines when each character gets to act. The [Turn Order] within an [Action Block] is determined by [Maximum Speed Points]. Characters act in descending order of [Maximum Speed Points] with the character with the highest [Maximum Speed Points] going first.

If two or more characters have the same [Maximum Speed Points], they should roll 3d6 against each other to determine who goes first at the start of battle, with the higher roll going first. All ties are re-rolled until there is a clear [Turn Order].

[Turn] - The [Turn Order] determines which order the characters act. The point when the character can act in the [Turn Order] is considered their [Turn]. The character can choose to perform up to one [Offensive Action], one [Movement Action], and one [Verbal Action] when it is their [Turn]. Any character can perform a [Defensive Action] on any other character's [Turn], but it must be in response to the appropriate action of another character's action. A character can perform one or more [Spell Casting Modifiers] when using the [Cast Spell] action.

[Maximum Battle Strength Points] - When a character is wielding equipment with a [Weight Penalty] greater than 0, then they will not have access to all their [Maximum Strength Points] in the battle. Instead, they use [Maximum Battle Strength Points] for calculations in battle. The character's [Maximum Battle Strength Points] are calculated as the character's [Maximum Strength Points] - the character's [Weight Penalty]. For multiple weapons, the "Weight" page calculates the character's [Weight Penalty].

[Current Strength Points] - At the beginning of battle, a character's [Current Strength Points] are restored to the character's [Maximum Battle Strength Points]. Every time an action is performed by the character, their [Current Strength Points] will be reduced by the [Strength Cost] of the action. If the [Strength Cost] of the action exceeds their [Current Strength Points], then the character cannot use the action.

[Maximum Battle Speed Points] - When a character is wearing [Armor] with a [Speed Point Reduction] greater than 0, then they will not have access to all their [Maximum Speed Points] in the battle. Instead, they use [Maximum Battle Speed Points] for calculations in battle. The character's [Maximum Battle Speed Points] are calculated as the character's [Maximum Speed Points] - the character's [Speed Point Reduction] of the [Armor].

[Current Speed Points] - At the beginning of battle, a character's [Current Speed Points] are restored to the character's [Maximum Battle Speed Points]. Every time an action is performed by the character, their [Current Speed Points] will be reduced by the [Speed Cost] of the action. If the [Speed Cost] of the action exceeds their [Current Speed Points], then the character cannot use the action.

[Evasion] - A character's [To Hit Roll] must be greater than or equal to a target's [Evasion] in order to hit a target. This number is either [Passive Evasion] or [Active Evasion] depending on whether or not the target performs a [Dodge] action.

[Passive Evasion] - A target's [Passive Evasion] is used as their [Evasion] if a target does not perform a [Dodge] action. [Passive Evasion] of is defined by a character's [Armor], with [Unarmored] having a [Passive Evasion] of 7.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[Active Evasion] - A target's [Active Evasion] is used as their [Evasion] if a target performs a [Dodge] action. Every character starts with an [Active Evasion] of 7. This number can be increased with the [Dodge Boost] talent.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[Base To Hit Roll] - A [To Hit Roll] must be made to determine if an attack hits a target with a [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], or [Initiate Grapple].

When a character needs to perform a [To Hit Roll], the character rolls 2d6 for the [Base To Hit Roll], or 1d6 for the [Base To Hit Roll] of a [Shotgun].

The [Base To Hit Roll] is used for some calculations, such as determining if the attack is a [Critical Hit].

[To Hit Bonus] - This value is added to the [Base To Hit Roll] for a [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], or [Initiate Grapple].

Every weapon has its own [To Hit Bonus].

For [Melee Attack] and [Melee Combo Attack], the [Melee Boost] talent adds to this value.

For a [Gun Attack] and [Aimed Attack], the [Gun Boost] talent adds to this value.

For an [Initiate Grapple], the [Grapple Accuracy Boost] talent adds to this value.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[[To Hit Roll] - A [To Hit Roll] must be made to determine if an attack hits a target with a [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], or [Initiate Grapple].

The character then adds the [To Hit Bonus] to the [Base To Hit Roll] to determine the [To Hit Roll].

The [To Hit Roll] must exceed the target's [Passive Evasion] in order for the attack to hit the target. If the character is performing a [Dodge] as a [Defensive Action], then the attack must beat the target's [Active Evasion]. If the attack hits the target, then the attack continues with further effects, otherwise, the attack misses.

[Base Damage Dealt] - The [Base Damage Dealt] is the calculated when a character hits a target with a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack].

Every weapon has its own [Damage Dealt] that is rolled for the [Base Damage Dealt].

[Damage Dealt Bonus] - The value of a character's [Damage Dealt Bonus] is added to the [Base Damage Dealt] for a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack].

For [Melee Attack] and [Melee Combo Attack], the [Melee Boost] talent adds to this value.

For a [Gun Attack] and [Aimed Attack], the [Gun Boost] talent adds to this value.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[Damage Reduction] - The value of a target's [Damage Dealt Bonus] is subtracted from the [Base Damage Dealt] for a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack].

For attacks with most weapons, the character uses their [Physical Damage Reduction]. The [Physical Damage Reduction Boost] talent adds to this value.

For attacks with a [Tesla], the character uses their [Spell Damage Reduction]. The [Spell Damage Reduction Boost] talent adds to this value.

Various [Flairs], [Skills], [Class Abilities], [Dual Class Abilities], and [Actions] can add to this value.

[Damage Dealt] - The [Damage Dealt] is the calculated when a character hits a target with a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack].

The [Damage Dealt] of the attack is calculated as the [Base Damage Dealt] plus the [Damage Dealt Bonus] minus the [Damage Reduction]. If the [Damage Dealt] is calculated to be less than 0, then the [Damage Dealt] is 0.

The [Damage Dealt] of the attack is reduced from the target's [Current Health Points]. This may result in the target becoming [Unconscious] or needing to roll an [Insanity Roll].

[Critical Hit] - An attack counts as a [Critical Hit] if the character rolls an 12 on the [Base To Hit Roll].

The [To Hit Roll] must also successfully hit the target.

The [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus] minus double the [Damage Reduction]. If the [Damage Dealt] is calculated to be less than 0, then the [Damage Dealt] is 0.

[Range] - Each weapon has a [Range] determining how far away a target can be in order to be attacked by the weapon. Each gun has a defined [Range] for the gun. Melee weapons use the character's [Melee Range] for their [Range]. Actions made without weapons also have a [Range]. [Initiate Grapple] uses [Melee Range]. Spells have a [Maximum Range].

[Melee Range] - The [Range] used for melee weapons is [Melee Range]. This value is 5 feet.

Battle Order:


This the order events occur in battle.

After the battle begins, each character's [Turn] is performed in [Turn Order]. After all characters perform their [Turn], repeat from the first character to perform their [Turn].

1) Battle Begins:

The [Turn Order] of the characters is determined.

The [Maximum Battle Strength Points] of each character is determined.

The [Maximum Battle Speed Points] of each character is determined.

Each character starts battle with their [Current Speed Points] and [Current Strength Points] restored.

2) A character's [Turn]:

If a character's [Physical Damage Reduction] is reduced, such as by the [Physical Damage Reduction Damage] of a [Drill], then the [Physical Damage Reduction] will regenerate by 1 at the start of the character's [Turn] up to their undamaged [Physical Damage Reduction].

The character selects one [Offensive Action], one [Movement Action], and one [Verbal Action]. Any or all of these actions can be skipped. These actions can be executed in any order.

The target or targets of any action must be within the [Range] of the action.

Each action has a set [Speed Cost] and [Strength Cost]. When a character uses the action, the character's [Current Speed Points] are reduced by the action's [Speed Cost], and the character's [Current Strength Points] are reduced by the action's [Strength Cost]. If the action would reduce the character's [Current Speed Points] or [Current Strength Points] to below 0, then the user cannot perform the action.

When a character performs [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack], they can add [Attack Modifiers] to the attack before rolling their [To Hit Roll]. This alters the effects of the attack.

When a character performs [Cast Spell] or [Echo Spell], they can add [Spell Casting Modifiers] to the [Spell]. This alters the effects of the [Spell].

Any character can perform [Defensive Actions] on another character's [Turn] if the character's with the [Turn] performs actions that trigger the [Defensive Action].

A character can perform unlimited [Bonus Actions]. [Bonus Actions] may require an additional [Condition] to be met in order to perform the [Bonus Action]. Some [Bonus Actions] can only be performed once per [Action Block].

3) A character performs [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] as an [Offensive Action]:

The character must choose all [Attack Modifiers] to apply to the attack.

The character must choose a target in [Range] of the attack. Various [Attack Modifiers] allow multiple targets to be chosen, but the rolls for target are calculated separately.

Before the [Base To Hit Roll] is made, the target of the attack can decide to perform [Dodge] as a [Defensive Action], using their [Active Evasion] instead of their [Passive Evasion] for their [Evasion].

The character then rolls their [Base To Hit Roll].

If the [Base To Hit Roll] qualifies for a [Critical Hit], then the attack will be considered a [Critical Hit] if it hits.

The character adds their [To Hit Bonus] to the [Base To Hit Roll] to determine the [To Hit Roll].

If the [To Hit Roll] is greater than or equal to the target's [Evasion], then the attack hits. Otherwise, the attack misses and no additional effects take place.

If the attack hits, then the character will roll for [Damage Dealt].

Before the [Base Damage Dealt] is made, the target of the attack can decide to perform [Block], [Heavy Block], or [Super Block] as a [Defensive Action]. They can also perform [Shield Block] at the same time if they haven't used their [Shield] to perform an [Offensive Action] in the same [Action Block]. This causes the target to enter the [Block Stance], [Heavy Block Stance], [Super Block Stance], [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]. These [Stances] will increase the [Physical Damage Reduction] of the target.

The character then rolls their [Base Damage Dealt].

The character adds their [Damage Dealt Bonus] to the [Base Damage Dealt] and subtracts the target's [Damage Reduction] to determine the [Damage Dealt]. This calculation is altered by a [Critical Hit].

The target reduces their [Current Health Points] by the [Damage Dealt].

If the target's [Current Health Points] are reduced to less than their [Current Ghost Power], then the character may have to make an [Insanity Roll]. See the "Insanity" page for details.

If the target's [Current Health Points] is reduced to 0 or less, the target becomes [Unconscious]. See the "Stances" page for details.

If target takes any additional [Damage Dealt] while [Unconscious], then they become [Dead] and can no longer be healed by any means. See the "Stances" page for details.

4) A character performs [Initiate Grapple] as an [Offensive Action]:

The character must choose a target in [Range] of the [Initiate Grapple].

Before the [Base To Hit Roll] is made, the target of the [Initiate Grapple] can decide to perform [Dodge] as a [Defensive Action], using their [Active Evasion] instead of their [Passive Evasion] for their [Evasion].

The character then rolls their [Base To Hit Roll].

The character adds their [To Hit Bonus] to the [Base To Hit Roll] to determine the [To Hit Roll].

If the [To Hit Roll] is greater than or equal to the target's [Evasion], then the [Initiate Grapple] hits. Otherwise, the [Initiate Grapple] misses and no additional effects take place.

If the [Initiate Grapple] hits, then the character begins [Grappling] and the target becomes [Grappled]. See the "Stances" page for details.

5) A character performs [Cast Spell] or [Echo Spell] as a [Verbal Action]:

The character enters the [Spell Casting Stance]. See the "Stances" page for details.

The character must choose all [Spell Casting Modifiers] to apply to the [Spell].

6) A character performs [Activate Spell] as a [Bonus Action]:

The character activates the [Spell].

The [Effect] of the [Spell] is detailed on the "Spells" page. The [Effect] is calculated by adding all [Offensive Spell Boost], [Defensive Spell Boost], and [General Spell Boost] effects the [Base Effect].

See the "Stances" page for details.

7) A character performs a [Charisma Skill] as a [Verbal Action]:

The character chooses a target. Various [Charisma Skills] allow multiple targets to be chosen, but the rolls for target are calculated separately.

The character rolls their [Offensive Charisma Roll].

The target rolls their [Defensive Charisma Roll].

If the [Offensive Charisma Roll] is greater than or equal to the [Defensive Charisma Roll], then the [Charisma Skill] is successful. Otherwise, the [Charisma Skill] fails and no additional effects take place.

The target takes the [Effect] of the [Charisma Skill]. See the "Charisma Skills" page for details.

Various [Charisma Skills] require multiple rolls.

8) A character performs a [Movement Action]:

The character decides their [Movement Action].

If another character is within [Melee Range], then the character can perform [Obstruct Movement] to end the [Movement Action].

Actions:
















Offensive Actions:


Melee Attack:

This [Offensive Action] can only be performed with an equipped [Sword], [Shield], [Drill], [Hammer], or [Grappling Weapon].

The target of this attack must be within a [Melee Range] of 5 feet.

When a character performs a [Melee Attack], they must first, roll a [To Hit Roll].

If the attack hits, then the character will roll for [Damage Dealt].



Melee Combo Attack:

This [Offensive Action] can only be performed with an equipped [Sword], [Shield], [Drill], [Hammer], or [Grappling Weapon].

The target of this attack must be within a [Melee Range] of 5 feet.

This attack can only be performed if in the previous [Action Block], the character performed a [Melee Attack].

When a character performs a [Melee Combo Attack], they must first, roll a [To Hit Roll].

If the attack hits, then the character will roll for [Damage Dealt].



Gun Attack:

This [Offensive Action] can only be performed with an equipped [Pistol], [Sniper Rifle], [Shotgun], or [Tesla].

The target of this attack must be within the [Range] of the weapon.

When a character performs a [Gun Attack], they must first, roll a [To Hit Roll].

If the attack hits, then the character will roll for [Damage Dealt].



Aimed Attack:

This [Offensive Action] can only be performed with an equipped [Pistol], [Sniper Rifle], [Shotgun], or [Tesla].

The target of this attack must be within the [Range] of the weapon.

When a character performs a [Aimed Attack], they must first, roll a [To Hit Roll]. The [To Hit Bonus] of the [Aimed Attack] is increased by an additional +3.

If the attack hits, then the character will roll for [Damage Dealt].


Arm Trap:

This [Offensive Action] can be performed to arm a trap.

Included in this action, a character can remove a trap from their inventory, drop the trap, and arm the trap.

This action can also be used to arm a disarmed trap that has already been placed.



Disarm Trap:

This [Offensive Action] can be performed to disarm a trap.

Included in this action, a character can disarm a trap, pick up the trap, and place the trap in their inventory.

This action can also be used to disarm a trap and leave it in place.

Any trap that is disarmed will not be triggered if someone enters the trap's range.



Initiate Grapple:

This [Offensive Action] can be performed to initiate a grapple.

The action will require a roll a [To Hit Roll].

If [Initiate Grapple] hits, the character will begin [Grappling] and the target will become [Grappled].

After the character begins [Grappling], they immediately perform [Grapple Attack].



Grapple Attack:

This [Offensive Action] can be performed by someone that is [Grappling] on a target in the [Grappled].

The character deals a [Damage Dealt] defined by the [Grapple Boost] talent.

This damage is not reduced.



Break Grapple:

This [Offensive Action] can be performed by someone that is [Grappled].

The [Strength Cost] of this action can be determined by the character.

The [Strength Cost] can be any number between 0 and the character's [Maximum Grapple Strength]. The [Maximum Grapple Strength] is found on the "Grappling" page.

The character then adds 1d6 to [Strength Cost] to calculate the [Break Grapple Power].

See the "Stances" page for details.



Reload:

This [Offensive Action] can be used to reload a gun to full ammo.

The gun can be loaded with puzzle bullets or normal bullets.



Channel Spell:

This [Offensive Action] can be used while a character is in the [Spell Casting Stance] and the [Remaining Spell Cast Time] is greater than 0.

This action reduces the [Remaining Spell Cast Time] by 1.



Restore Strength Points:

This [Movement Action] restores 5 [Current Strength Points] to the character, plus 1 [Current Strength Point] for every [Rank] in [Restore Strength Points Boost]. The [Current Strength Points] cannot exceed the character's [Maximum Battle Speed Points].

Movement Actions:


Sidestep:

This [Movement Action] can be performed to move 5 feet in a straight line.

The character can move in any [Direction].

After the end of the [Sidestep], the [Direction] the character is facing can be chosen as any [Direction].



Fast Sidestep:

This [Movement Action] can be performed to move 10 feet in a straight line.

The character can move in any [Direction].

After the end of the [Fast Sidestep], the [Direction] the character is facing can be chosen as any [Direction].



Charge:

This [Movement Action] can be performed to move up to 10 feet in a straight line.

The [Direction] the character can move is either the [Direction] the character is facing at the start of the [Action Block], or any [Direction] up to 60° off that [Direction].

After the end of the [Charge], the [Direction] the character is facing will be the direction the character moved.

If [Charge] is performed before an [Melee Attack] or [Melee Combo Attack] in the same [Action Block], then [Damage Dealt] of the [Melee Attack] or [Melee Combo Attack] will increase by attacking weapon's [Weapon Weight] on a successful a [To Hit Roll].



Fast Charge:

This [Movement Action] can be performed to move up to 20 feet in a straight line.

The [Direction] the character can move is either the [Direction] the character is facing at the start of the [Action Block], or any [Direction] up to 60° off that [Direction].

After the end of the [Fast Charge], the [Direction] the character is facing will be the direction the character moved.

If [Fast Charge] is performed before an [Melee Attack] or [Melee Combo Attack] in the same [Action Block], then [Damage Dealt] of the [Melee Attack] or [Melee Combo Attack] will increase by twice attacking weapon's [Weapon Weight] on a successful a [To Hit Roll].



Turn:

When this [Movement Action] is performed, the [Direction] the character is facing can be chosen as any [Direction].



Teleport:
Pre-requisite: [Rank] 1 [Teleport]

This [Movement Action] can be performed to move up to 5 feet per [Rank] in [Teleport].

The character can move in any [Direction].

This [Movement Action] can bypass any obstacle.

The character spends 1 [Current Ghost Power] for every 1 foot moved.

After the end of the [Teleport], the [Direction] the character is facing can be chosen as any [Direction].

The character must have [Rank]s in [Teleport] to perform [Teleport].



Fly:
Pre-requisite: [Gale Burst] with [Flying] cast on character

This [Movement Action] can be performed to move up to 10 feet in any direction, including vertical directions.

The character can also split this movement in multiple directions.

After the end of the [Fly], the [Direction] the character is facing can be chosen as any [Direction].

The character must have had [Gale Burst] with [Flying] cast on character.



Advanced Fly:
Pre-requisite: [Gale Burst] with [Advanced Flying] cast on character

This [Movement Action] can be performed to move up to 15 feet in any direction, including vertical directions.

The character can also split this movement in multiple directions.

After the end of the [Advanced Fly], the [Direction] the character is facing can be chosen as any [Direction].

The character must have had [Gale Burst] with [Advanced Flying] cast on character.



Greater Fly:
Pre-requisite: [Gale Burst] with [Greater Flying] cast on character

This [Movement Action] can be performed to move up to 20 feet in any direction, including vertical directions.

The character can also split this movement in multiple directions.

After the end of the [Greater Fly], the [Direction] the character is facing can be chosen as any [Direction].

The character must have had [Gale Burst] with [Greater Flying] cast on character.



Restore Speed Points:

This [Movement Action] restores 5 [Current Speed Points] to the character, plus 1 [Current Speed Point] for every [Rank] in [Restore Speed Points Boost]. The [Current Speed Points] cannot exceed the character's [Maximum Battle Speed Points].

Verbal Actions:


Battle Communication:

This [Verbal Action] can be performed to communicate simple information to nearby allies in battle.

[Battle Communication] can be used to inform other characters of characters in [Stealth].

[Battle Communication] can be used to inform other characters that a [False Weakness] should not be targeted.




Stunning Scream:

This [Verbal Action] can be performed to use [Stunning Scream] in battle.




Battle Strategy:

This [Verbal Action] can be performed to use [Battle Strategy] in battle.




Taunt:

This [Verbal Action] can be performed to use [Taunt] in battle.




Stealth:

This [Verbal Action] can be performed to use [Stealth] in battle.




Veil:

This [Verbal Action] can be performed to use [Veil] in battle.




False Reload:

This [Verbal Action] can be performed to use [False Reload] in battle.




False Weakness:

This [Verbal Action] can be performed to use [False Weakness] in battle.



Cast Spell:

This [Verbal Action] can be used to enter the [Spell Casting Stance].

See the "Stances" page for details.



Echo Spell:

This [Verbal Action] can be used to enter the [Spell Casting Stance].

This [Verbal Action] can only be used in the same [Action Block] that [Activate Spell] was used.

This acts as [Cast Spell].

The [Spell Ghost Power] of the [Spell] must be equal to the [Spell Ghost Power] of the previous [Spell] when [Activate Spell] was used.

The [Spell] must be the same as the previous [Spell].

See the "Stances" page for details.



Healing Word:
Pre-requisite: [Rank] 1 [Healing Word]

This [Verbal Action] can be used to restore a target's [Current Health Points] by 1d6 per [Rank] in [Healing Word].

The target can either be the character using [Healing Word] or any single target within 30 feet of the character.

The character must have at least 1 [Rank] in [Healing Word] to perform [Healing Word].



Guidance:
Pre-requisite: [Rank] 1 [Guidance]

This [Verbal Action] can be used to increase a target's [To Hit Rolls] and [Offensive Charisma Rolls] by 1 per [Rank] in [Guidance].

The target cannot be the character using [Guidance], but can otherwise be any single target within 30 feet of the character.

[Guidance] affects all [To Hit Rolls] and all [Offensive Charisma Rolls] made by the character for the rest of the current [Action Block].

The character must have at least 1 [Rank] in [Guidance] to perform [Guidance].

Defensive Actions:


Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Block Stance].

See the "Stances" page for details.



Heavy Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Heavy Block Stance].

See the "Stances" page for details.



Super Block:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple], Character's [Turn]

This [Defensive Action] can be performed when a character is hit with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack]. The character can choose to use this ability after the [To Hit Roll] is rolled and before the [Damage Dealt] roll is rolled.

This [Defensive Action] can also be performed when it is the character's [Turn] in the [Turn Order] as a [Bonus Action].

With this action, the character enters the [Super Block Stance].

See the "Stances" page for details.



Obstruct Movement:
Trigger Action: Any [Movement Action]

This [Defensive Action] can be performed when a target within range of the character attempts to use a [Movement Action].

The target's [Movement Action] is cancelled. The target still spends the [Strength Cost] and [Speed Cost] for the [Movement Action]. The target cannot perform another [Movement Action] this [Action Block].



Dodge:
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], [Initiate Grapple]

This [Defensive Action] can be performed when a character is attacked with a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], an [Aimed Attack], or an [Initiate Grapple]. The character can choose to use this ability before the [To Hit Roll] is rolled.

The character will use their [Active Evasion] instead of their [Passive Evasion] in an attempt to dodge the attack.



Magic Shield Deflection:
Trigger Action: [Elemental Spell], Attack with [Elemental Weapon], Attack with [Tesla], [Elemental Riposte]
Condition: [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]

This [Defensive Action] can be performed when a character receives any [Damage Dealt] that would be reduced with [Spell Damage Reduction]. The character can choose to use this ability after then [Damage Dealt] is rolled.

The character will increase their [Spell Damage Reduction] by the bonus to [Physical Damage Reduction] applied by the [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance] for this single attack.

After [Magic Shield Deflection] is performed by a character in [Shield Block Stance], the character enters the [Block Stance].

After [Magic Shield Deflection] is performed by a character in [Heavy Shield Block Stance], the character enters the [Heavy Block Stance].

After [Magic Shield Deflection] is performed by a character in [Super Shield Block Stance], the character enters the [Super Block Stance].

See the "Stances" page for details.



Maintain Grapple:

This [Defensive Action] can be performed by someone that is [Grappling]. This action is performed when a target that is [Grappled] uses [Break Grapple].

The [Strength Cost] of this action can be determined by the character.

The [Strength Cost] can be any number between 0 and the character's [Maximum Grapple Strength]. The [Maximum Grapple Strength] is found on the "Grappling" page.

The character then adds 1d6 to [Strength Cost] to calculate the [Maintain Grapple Power].

See the "Stances" page for details.

Bonus Actions:


Second Melee Attack:
Pre-requisite: [Second Attack], Wielding Two Weapons
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Second Attack], and is also wielding two weapons. The character can only perform a [Second Melee Attack] immediately after they use their [Offensive Action] to perform a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack].

This attack is made with the weapon that did not perform the [Offensive Action].

The character can only perform a single additional attack with [Second Attack] in an [Action Block]. The additional attack with [Second Attack] can be a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Second Gun Attack:
Pre-requisite: [Second Attack], Wielding Two Weapons
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Second Attack], and is also wielding two weapons. The character can only perform a [Second Gun Attack] immediately after they use their [Offensive Action] to perform a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack].

This attack is made with the weapon that did not perform the [Offensive Action].

The character can only perform a single additional attack with [Second Attack] in an [Action Block]. The additional attack with [Second Attack] can be a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack acts as a [Gun Attack] with the weapon. This attack can only be made with a gun.



Second Aimed Attack:
Pre-requisite: [Second Attack], Wielding Two Weapons
Trigger Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Second Attack], and is also wielding two weapons. The character can only perform a [Second Aimed Attack] immediately after they use their [Offensive Action] to perform a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack].

This attack is made with the weapon that did not perform the [Offensive Action].

The character can only perform a single additional attack with [Second Attack] in an [Action Block]. The additional attack with [Second Attack] can be a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack acts as an [Aimed Attack] with the weapon. This attack can only be made with a gun.



Third Melee Attack:
Pre-requisite: [Third Attack], Wielding Two Weapons
Trigger Action: [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Third Attack], and is also wielding two weapons. The character can only perform a [Third Melee Attack] immediately after they perform a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack is made with either equipped weapon.

The character can only perform a single additional attack with [Third Attack] in an [Action Block]. The additional attack with [Third Attack] can be a [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack].

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Third Gun Attack:
Pre-requisite: [Third Attack], Wielding Two Weapons
Trigger Action: [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Third Attack], and is also wielding two weapons. The character can only perform a [Third Gun Attack] immediately after they perform a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack is made with either equipped weapon.

The character can only perform a single additional attack with [Third Attack] in an [Action Block]. The additional attack with [Third Attack] can be a [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack].

This attack acts as a [Gun Attack] with the weapon. This attack can only be made with a gun.



Third Aimed Attack:
Pre-requisite: [Third Attack], Wielding Two Weapons
Trigger Action: [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack]
Condition: None

This [Bonus Action] can be performed when a character has [Third Attack], and is also wielding two weapons. The character can only perform a [Third Aimed Attack] immediately after they perform a [Second Melee Attack], a [Second Gun Attack], or a [Second Aimed Attack].

This attack is made with either equipped weapon.

The character can only perform a single additional attack with [Third Attack] in an [Action Block]. The additional attack with [Third Attack] can be a [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack].

This attack acts as an [Aimed Attack] with the weapon. This attack can only be made with a gun.



Riposte Melee Attack:
Pre-requisite: [Rank] 1 [Riposte], Not Wielding Two Weapons
Trigger Action: Attack Misses Character
Condition: None

This [Bonus Action] can be performed when a character has 1 [Rank] in [Riposte], and is also not wielding two weapons. The character can only perform a [Riposte Melee Attack] immediately after an attack misses them.

This attack is made with the equipped weapon.

The attack gains an additional [To Hit Bonus] equal to the character's [Rank] in [Riposte].

The character can only perform a single additional attack with [Riposte] in response to each attack that misses the character. This additional attack can only be made in response to a {Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack], or any [Bonus Action] that acts as one of these attacks. The additional attack with [Riposte] can only be a [Riposte Melee Attack].

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Redouble Melee Attack:
Pre-requisite: [Rank] 1 [Redouble]
Trigger Action: [Melee Attack], [Melee Combo Attack]
Condition: [Damage Dealt] < 3 * [Redouble]

This [Bonus Action] can be performed when a character has 1 [Rank] in [Redouble]. The character can only perform a [Second Melee Attack] immediately after they use their [Offensive Action] to perform a [Melee Attack] or a [Melee Combo Attack], or immediately after they perform a [Riposte Melee Attack] as a [Bonus Action].

This attack is made with the same weapon that performed the previous [Melee Attack], [Melee Combo Attack], or [Riposte Melee Attack]. The [Damage Dealt] from the previous [Melee Attack] or [Melee Combo Attack] must be less than or equal to the [Redouble Damage Threshold]. The [Redouble Damage Threshold] is 6 times the [Rank] in [Redouble].

The character can only perform a single [Redouble Melee Attack] in an [Action Block], even if multiple attacks in the [Action Block] deal damage less than or equal to the [Redouble Damage Threshold].

If a character qualifies for a [Redouble Melee Attack] at the same time as another [Bonus Action], such as [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack], then can execute the [Redouble Melee Attack] first. The other [Bonus Action] is then performed afterwards, acting as if the [Redouble Melee Attack] did not occur.

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Bullet Hell Melee Attack:
Pre-requisite: [Rank] 1 [Bullet Hell]
Trigger Action: None
Condition: None

A character with 1 [Rank] in [Bullet Hell] can perform a [Bullet Hell Melee Attack] in addition to any other actions.

This attack is made any equipped weapon.

The character can only perform multiple additional attacks with [Bullet Hell] in an [Action Block]. The additional attacks with [Bullet Hell] can be a [Bullet Hell Melee Attack] or a [Bullet Hell Gun Attack]. The total sum of the [Speed Cost] and [Strength Cost] of these attacks must be less than or equal to the character's [Rank] in [Bullet Hell].

While the character can qualify for this attack with only 1 [Rank] in [Bullet Hell], as the [Bullet Hell Melee Attack] has a combined [Speed Cost] and [Strength Cost] greater than 1, they must still have a high enough [Rank] to use this ability.

This attack acts as a [Melee Attack] with the weapon. This attack can only be made with a melee weapon.



Bullet Hell Gun Attack:
Pre-requisite: [Rank] 1 [Bullet Hell]
Trigger Action: None
Condition: None

A character with 1 [Rank] in [Bullet Hell] can perform a [Bullet Hell Gun Attack] in addition to any other attacks.

This attack is made any equipped weapon.

The character can only perform multiple additional attacks with [Bullet Hell] in an [Action Block]. The additional attacks with [Bullet Hell] can be a [Bullet Hell Melee Attack] or a [Bullet Hell Gun Attack]. The total sum of the [Speed Cost] and [Strength Cost] of these attacks must be less than or equal to the character's [Rank] in [Bullet Hell].

The character cannot use [Bullet Hell] to perform a [Reload], but they can use their [Offensive Action] to perform a [Reload] between attacks from [Bullet Hell].

While the character can qualify for this attack with only 1 [Rank] in [Bullet Hell], as the [Bullet Hell Gun Attack] has a combined [Speed Cost] and [Strength Cost] greater than 1, they must still have a high enough [Rank] to use this ability.

This attack acts as a [Gun Attack] with the weapon. This attack can only be made with a gun.



Rapid Fire Gun Attack:
Pre-requisite: [Rapid Fire Gun Attack]
Trigger Action: [Critical Hit] with any attack
Condition: None

This [Bonus Action] can be performed when a character performs a [Critical Hit] with a [Pistol].

This attack is made with the same [Pistol] that performed the [Critical Hit].

This attack acts as a [Gun Attack] with the weapon. This attack can only be made with a gun.



Quick Reload:
Pre-requisite: [Quick Reload]
Trigger Action: None
Condition: None

This [Bonus Action] can be used to reload a gun to full ammo.

The gun can be loaded with puzzle bullets or normal bullets.



Activate Spell:
Pre-requisite: 1 [Ghost Power]
Trigger Action: None
Condition: [Spell Casting Stance], [Remaining Spell Cast Time] = 0

This [Bonus Action] can be performed when the character is in the [Spell Casting Stance] and has 0 [Remaining Spell Cast Time].

This causes the spell to take effect. The effects of the spell must have at least one target in the [Range] of the spell. The effects of the spell are listed on the "Spells" page as a combination of the spell's [Base Effect] and all bonuses from [Offensive Spell Boost], [Defensive Spell Boost], and [General Spell Boost].

After the spell takes effect, the character leaves the [Spell Casting Stance].

See the "Stances" page for details.



Elemental Riposte:
Pre-requisite: 1 [Ghost Power], [Rank] 1 [Elemental Riposte], Not Wielding Two Weapons
Trigger Action: Attack Misses Character
Condition: [Spell Casting Stance], [Remaining Spell Cast Time] <= [Elemental Riposte]

This [Bonus Action] can be performed when a character has 1 [Rank] in [Elemental Riposte], and is also not wielding two weapons. The character can only perform a [Riposte Melee Attack] immediately after an attack misses them. The character must also be in the [Spell Casting Stance] casting [Elemental Spell] and have a [Remaining Spell Cast Time] less than or equal to the character's [Rank] in [Elemental Riposte].

This causes the spell to take effect. The effects of the spell must have at least one target in the [Range] of the spell. The effects of the spell are listed on the "Spells" page as a combination of the spell's [Base Effect] and all bonuses from [Offensive Spell Boost], [Defensive Spell Boost], and [General Spell Boost].

If the character's [Rank] in [Elemental Riposte] is greater than the [Remaining Spell Cast Time], then the [Elemental Spell] adds and additional 1d6 [Damage Dealt] for each point the character's [Rank] in [Elemental Riposte] exceeds the [Remaining Spell Cast Time].

After the spell takes effect, the character leaves the [Spell Casting Stance].

See the "Stances" page for details.




Shield Block:
Pre-requisite: Wielding a [Shield]
Trigger Action: [Block], [Heavy Block], or [Super Block] or replacing an {Offensive Action]
Condition: [Block Stance], [Heavy Block Stance], or [Super Block Stance]

This [Bonus Action] can be performed immediately after the character uses the [Block], [Heavy Block], or [Super Block] action to enter the [Block Stance], [Heavy Block Stance], or [Super Block Stance].

This [Bonus Action] can also be performed as an [Offensive Action] in an [Action Block] when the character is in the [Block Stance], [Heavy Block Stance], or [Super Block Stance].

[Shield Block] can only be performed when a [Shield] is equipped.

A [Shield Block] can not be performed with a [Shield] after a [Melee Attack] or [Melee Combo Attack] is performed with the same [Shield] in the same [Action Block].

If the character was in the [Block Stance] before performing [Shield Block], then the character enters the [Shield Block Stance].

If the character was in the [Heavy Block Stance] before performing [Shield Block], then the character enters the [Heavy Shield Block Stance].

If the character was in the [Super Block Stance] before performing [Shield Block], then the character enters the [Super Shield Block Stance].

See the "Stances" page for details.




Critical Shield Block:
Pre-requisite: Wielding a [Shield], [Critical Shield Block]
Trigger Action: [Melee Attack], [Melee Combo Attack]

This [Bonus Action] can be performed immediately after the character performs a [Critical Hit] with a [Shield].

The character enters the [Super Shield Block Stance].




Shield Deflection:
Pre-requisite: Wielding a [Shield], [Shield Deflection]
Trigger Action: Any [Exit Stance Conditions] of [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]
Condition: [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance]

This [Bonus Action] can be performed when a character would leave the [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance] due to meeting one of the [Exit Stance Conditions].

[Shield Deflection] can only be performed when a [Shield] is equipped.

When [Shield Deflection] is performed by a character in [Shield Block Stance], the character enters the [Block Stance] instead of [No Stance].

When [Shield Deflection] is performed by a character in [Heavy Shield Block Stance], the character enters the [Heavy Block Stance] instead of [No Stance].

When [Shield Deflection] is performed by a character in [Super Shield Block Stance], the character enters the [Super Block Stance] instead of [No Stance].



Recover Ghost Power:
Pre-requisite: None
Trigger Action: Any action that reduces [Spell Ghost Power]
Condition: [Spell Casting Stance], [Spell Ghost Power] <= 0

This [Bonus Action] can be performed if the [Spell Ghost Power] of a spell that is currently being cast is reduced to 0 or less.

If the [Spell Ghost Power] is reduced to 0 or less, then a spell would normally be cancelled and the character will enter [No Stance].

The caster can restore part of the [Spell Ghost Power] using [Strength Points] or [Speed Points].

The caster can choose to replenish [Spell Ghost Power] at a rate of either 1 [Spell Ghost Power] per [Strength Point] spent or 1 [Spell Ghost Power] per [Speed Point] spent.

If the [Spell Ghost Power] is restored to 1 or more, then the spell will not be cancelled and the character will remain in the [Spell Casting Stance].




Veil:
Pre-requisite: None
Trigger Action: Any action with a [Subtlety Modifier].
Condition: None

This [Bonus Action] can be performed to use [Veil] in battle.

Attack Modifiers:


Spinning Strike:
Pre-requisite: [Spinning Strike]
Action: [Melee Attack], [Melee Combo Attack]
This [Attack Modifier] can be added to a [Melee Attack] or a [Melee Combo Attack] to turn the attack into a [Spinning Strike].

This [Attack Modifier] cannot be added to a [Bonus Action].

A [Spinning Strike] attacks all targets in [Melee Range]. Targets cannot be included or excluded.

These attacks assume the character is facing the [Direction] of the target when the character is attacking the target.

The targets of a [Spinning Strike] receive no additional [Damage Dealt] from [Charge] and [Fast Charge].

The [To Hit Rolls] for each target must be rolled separately for each target.

After performing a [Spinning Strike], the character can choose to face any [Direction].

[Spinning Strike] cannot be applied to the same [Melee Attack] or [Melee Combo Attack] as [Whirlwind Strike].




Whirlwind Strike:
Pre-requisite: [Whirlwind Strike]
Action: [Melee Attack], [Melee Combo Attack]
This [Attack Modifier] can be added to a [Melee Attack] or a [Melee Combo Attack] performed at the same time as a [Movement Action] moving at least 5 feet to turn the attack into a [Whirlwind Strike].

This [Attack Modifier] cannot be added to a [Bonus Action].

If a character performing [Whirlwind Strike] fails to perform a [Movement Action] because of [Obstruct Movement], then the attack fails and the [Strength Cost] and [Speed Cost] are lost.

A [Whirlwind Strike] attacks all targets in [Melee Range] before the [Movement Action] begins and all targets in [Melee Range] after the [Movement Action] ends. Targets cannot be included or excluded.

The targets of a [Whirlwind Strike] receive no additional [Damage Dealt] from [Charge] and [Fast Charge].

The [To Hit Rolls] for each target must be rolled separately for each target.

After performing a [Whirlwind Strike], the character can choose to face any [Direction].

[Whirlwind Strike] cannot be applied to the same [Melee Attack] or [Melee Combo Attack] as [Spinning Strike].




Power Attack:
Pre-requisite: [Power Attack]
Action: [Melee Attack], [Melee Combo Attack]
This [Attack Modifier] can be added to a [Melee Attack] or a [Melee Combo Attack] to turn the attack into a [Power Attack].

This [Attack Modifier] can also be added to any [Bonus Action] that acts as a [Melee Attack] or a [Melee Combo Attack].

When performing a [Power Attack], the character can reduce the [To Hit Bonus] by an amount up to the [To Hit Bonus] of the weapon used in the attack.

For every 1 point the [To Hit Bonus] is reduced, the weapon will have its [Damage Dealt] increased by 1d6.

The value reduced must be chosen when this [Attack Modifier] is added to the attack.

[Power Attack] cannot be applied to the same [Melee Attack] or [Melee Combo Attack] as [Crushing Blow] or [Combo Finisher].

[Power Attack] can be applied to the same [Melee Attack] or [Melee Combo Attack] as [True Strike].




Crushing Blow:
Pre-requisite: [Crushing Blow]
Action: [Melee Attack], [Melee Combo Attack]
This [Attack Modifier] can be added to a [Melee Attack] or a [Melee Combo Attack] to turn the attack into a [Crushing Blow].

This [Attack Modifier] cannot be added to a [Bonus Action].

The [Damage Dealt] of a [Crushing Blow] is increased by an additional 1d6 for each point the [To Hit Roll] exceeds the target's [Evasion].

[Crushing Blow] cannot be applied to the same [Melee Attack] or [Melee Combo Attack] as [Power Attack], {True Strike], or [Combo Finisher].




Shoot Through:
Pre-requisite: [Shoot Through]
Action: [Gun Attack], [Aimed Attack]
This [Attack Modifier] can be added to a [Gun Attack] or an [Aimed Attack] to turn the attack into a [Shoot Through].

This [Attack Modifier] cannot be added to a [Bonus Action].

A [Shoot Through] attacks all targets in a straight line up to the [Range] of the gun. Targets cannot be included or excluded.

The [To Hit Rolls] for each target must be rolled separately for each target.




True Strike:
Pre-requisite: [True Strike]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
This [Attack Modifier] can be added to a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack] to turn the attack into a [True Strike].

This [Attack Modifier] can also be added to any [Bonus Action] that acts as a [Melee Attack], a [Melee Combo Attack], a [Gun Attack], or an [Aimed Attack].

The [Damage Dealt] of a [True Strike] is increased by an additional 1 for each point the [To Hit Roll] exceeds the target's [Evasion].

[True Strike] cannot be applied to the same [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] as [Crushing Blow] or [Combo Finisher].

[True Strike] can be applied to the same [Melee Attack] or [Melee Combo Attack] as [Power Attack].




Combo Finisher:
Pre-requisite: [Combo Finisher]
Action: [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack]
This [Attack Modifier] can be added to a [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack] to turn the attack into a [Combo Finisher].

The [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] must have hit the same target.

The [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack] must have hit the same target.

The [Damage Dealt] of a [Combo Finisher] is increased by an additional 1d6 for each point the [To Hit Roll] exceeds the target's [Evasion].

[Combo Finisher] cannot be applied to the same [Third Melee Attack], a [Third Gun Attack], or a [Third Aimed Attack] as [Power Attack], {True Strike], or [Crushing Blow].

Spell Casting Modifiers:


Shorten Spell 1:
Pre-requisite: None
This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action.

This [Spell Casting Modifier] will reduce the [Spell Cast Time] of a spell by 1.

This [Spell Casting Modifier] can be applied to any [Spell].

[Shorten Spell 1] cannot be applied to the same [Spell] as [Shorten Spell 2].



Shorten Spell 2:
Pre-requisite: None
This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action.

This [Spell Casting Modifier] will reduce the [Spell Cast Time] of a spell by 2.

This [Spell Casting Modifier] can be applied to any [Spell].

[Shorten Spell 2] cannot be applied to the same [Spell] as [Shorten Spell 1].



Explosive Spell:
Pre-requisite: [Explosive Spell]
Spell: [Elemental Spell], [Health Recovery]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Elemental Spell] or [Health Recovery].

When the spell with [Explosive Spell] is activated by [Activate Spell] or [Elemental Riposte], the targets of the spell will be a point and any characters within 5 feet of that point.

[Explosive Spell] cannot be applied to the same [Spell] as [Advanced Explosive Spell] or [Beam Spell].



Advanced Explosive Spell:
Pre-requisite: [Advanced Explosive Spell]
Spell: [Elemental Spell], [Health Recovery]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Elemental Spell] or [Health Recovery].

When a [Spell] with [Advanced Explosive Spell] is activated by [Activate Spell] or [Elemental Riposte], the targets of the [Spell] will be a point and any characters within 10 feet of that point.

[Advanced Explosive Spell] cannot be applied to the same [Spell] as [Explosive Spell] or [Beam Spell].



Beam Spell:
Pre-requisite: [Beam Spell]
Spell: [Elemental Spell], [Health Recovery]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Elemental Spell] or [Health Recovery].

When a [Spell] with [Beam Spell] is activated by [Activate Spell] or [Elemental Riposte], the targets of the [Spell] will be all characters in a straight line from the caster up to the [Range] of the spell.

[Beam Spell] cannot be applied to the same [Spell] as [Explosive Spell] or [Advanced Explosive Spell].



Selective Gale Burst:
Pre-requisite: [Selective Gale Burst]
Spell: [Gale Burst]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gale Burst].

When a [Spell] with [Selective Gale Burst] is activated by [Activate Spell] or [Elemental Riposte], the caster can decide the distance each target is knocked back by the [Effect] of the [Spell] separately.

The distance cannot exceed the [Effect] of the original [Spell].

The distance can be reduced to 0.

[Selective Gale Burst] can also exclude targets in [Range] entirely from the [Spell].



Flying:
Pre-requisite: [Flying]
Spell: [Gale Burst]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gale Burst].

When a [Spell] with [Flying] is activated by [Activate Spell], the targets take a different [Effect].

Targets of the [Gale Burst] with [Flying] are not knocked back.

Targets of the [Gale Burst] with [Flying] gain the ability to use [Fly].

Targets of the [Gale Burst] with [Flying] will not automatically fall if ending an action not supported by the ground.

These effect lasts on all targets until the caster next uses [Gather Mist].

[Flying] cannot be applied to the same [Spell] as [Advanced Flying] or [Greater Flying].



Advanced Flying:
Pre-requisite: [Advanced Flying]
Spell: [Gale Burst]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gale Burst].

When a [Spell] with [Advanced Flying] is activated by [Activate Spell], the targets take a different [Effect].

Targets of the [Gale Burst] with [Advanced Flying] are not knocked back.

Targets of the [Gale Burst] with [Advanced Flying] gain the ability to use [Advanced Fly].

Targets of the [Gale Burst] with [Advanced Flying] will not automatically fall if ending an action not supported by the ground.

These effect lasts on all targets until the caster next uses [Gather Mist].

[Advanced Flying] cannot be applied to the same [Spell] as [Flying] or [Greater Flying].



Greater Flying:
Pre-requisite: [Greater Flying]
Spell: [Gale Burst]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gale Burst].

When a [Spell] with [Greater Flying] is activated by [Activate Spell], the targets take a different [Effect].

Targets of the [Gale Burst] with [Greater Flying] are not knocked back.

Targets of the [Gale Burst] with [Greater Flying] gain the ability to use [Greater Fly].

Targets of the [Gale Burst] with [Greater Flying] will not automatically fall if ending an action not supported by the ground.

These effect lasts on all targets until the caster next uses [Gather Mist].

[Greater Flying] cannot be applied to the same [Spell] as [Flying] or [Advanced Flying].



Multiple Enhancement:
Pre-requisite: [Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When this [Spell Casting Modifier] is added to a [Cast Spell] or an [Echo Spell] action the caster chooses two [Spells] between the [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon] rather than just one [Spell].

When a [Spell] with [Multiple Enhancement] is activated by [Activate Spell], the target takes the [Effects] of both [Spells].

[Multiple Enhancement] cannot be applied to the same [Spell] as [Advanced Multiple Enhancement] or [Greater Multiple Enhancement].



Advanced Multiple Enhancement:
Pre-requisite: [Advanced Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When this [Spell Casting Modifier] is added to a [Cast Spell] or an [Echo Spell] action the caster chooses three [Spells] between the [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon] rather than just one [Spell].

When a [Spell] with [Advanced Multiple Enhancement] is activated by [Activate Spell], the target takes the [Effects] of all three [Spells].

[Advanced Multiple Enhancement] cannot be applied to the same [Spell] as [Multiple Enhancement] or [Greater Multiple Enhancement].



Greater Multiple Enhancement:
Pre-requisite: [Greater Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When this [Spell Casting Modifier] is added to a [Cast Spell] or an [Echo Spell] action the caster chooses four [Spells] between the [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon] rather than just one [Spell].

When a [Spell] with [Greater Multiple Enhancement] is activated by [Activate Spell], the target takes the [Effects] of all four [Spells].

[Greater Multiple Enhancement] cannot be applied to the same [Spell] as [Multiple Enhancement] or [Advanced Multiple Enhancement].



Spread Enhancement:
Pre-requisite: [Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When a [Spell] with [Spread Enhancement] is activated by [Activate Spell], the caster chooses two targets in [Range] to take the [Effect] of the [Spell], rather than just 1 target.

[Spread Enhancement] cannot be applied to the same [Spell] as [Advanced Spread Enhancement] or [Greater Spread Enhancement].



Advanced Spread Enhancement:
Pre-requisite: [Advanced Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When a [Spell] with [Advanced Spread Enhancement] is activated by [Activate Spell], the caster chooses three targets in [Range] to take the [Effect] of the [Spell], rather than just 1 target.

[Advanced Spread Enhancement] cannot be applied to the same [Spell] as [Spread Enhancement] or [Greater Spread Enhancement].



Greater Spread Enhancement:
Pre-requisite: [Greater Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When a [Spell] with [Greater Spread Enhancement] is activated by [Activate Spell], the caster chooses four targets in [Range] to take the [Effect] of the [Spell], rather than just 1 target.

[Greater Spread Enhancement] cannot be applied to the same [Spell] as [Spread Enhancement] or [Advanced Spread Enhancement].



Greater Spread Enhancement:
Pre-requisite: [Greater Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon].

When a [Spell] with [Greater Spread Enhancement] is activated by [Activate Spell], the caster chooses four targets in [Range] to take the [Effect] of the [Spell], rather than just 1 target.

[Greater Spread Enhancement] cannot be applied to the same [Spell] as [Spread Enhancement] or [Advanced Spread Enhancement].



Weakening Possession:
Pre-requisite: [Weakening Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Weakening Possession] is activated by [Activate Spell], the target's [Current Strength Points] are reduced by the amount the target's [Maximum Ghost Power] is increased.

The target's [Current Strength Points] cannot be reduced below 0.

[Weakening Possession] cannot be applied to the same [Spell] as [Slowing Possession].



Slowing Possession:
Pre-requisite: [Slowing Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Slowing Possession] is activated by [Activate Spell], the target's [Current Speed Points] are reduced by the amount the target's [Maximum Ghost Power] is increased.

The target's [Current Speed Points] cannot be reduced below 0.

[Slowing Possession] cannot be applied to the same [Spell] as [Weakening Possession].



Controlling Possession:
Pre-requisite: [Controlling Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Controlling Possession] is activated by [Activate Spell] and the target's [Maximum Ghost Power] is increased, the character will control the target for the remainder of the current [Action Block].

The character can decide every action for the target as well as who the target would target with their [Actions].

[Controlling Possession] cannot be applied to the same [Spell] as [Advanced Controlling Possession] or [Greater Controlling Possession].



Advanced Controlling Possession:
Pre-requisite: [Advanced Controlling Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Advanced Controlling Possession] is activated by [Activate Spell] and the target's [Maximum Ghost Power] is increased, the character will control the target for the remainder of the current [Action Block] and the entirety of the next [Action Block].

The character can decide every action for the target as well as who the target would target with their [Actions].

[Advanced Controlling Possession] cannot be applied to the same [Spell] as [Controlling Possession] or [Greater Controlling Possession].



Greater Controlling Possession:
Pre-requisite: [Greater Controlling Possession]
Spell: [Possession]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Possession].

When a [Spell] with [Greater Controlling Possession] is activated by [Activate Spell] and the target's [Maximum Ghost Power] is increased, the character will control the target for the remainder of the current [Action Block] and the entirety of the next 1d6 [Action Blocks].

The character can decide every action for the target as well as who the target would target with their [Actions].

[Greater Controlling Possession] cannot be applied to the same [Spell] as [Controlling Possession] or [Advanced Controlling Possession].



Fast Gather Mist:
Spell: [Gather Mist]

This [Spell Casting Modifier] can be added to a [Cast Spell] or an [Echo Spell] action casting [Gather Mist].

This [Spell Casting Modifier] will reduce the [Spell Cast Time] of [Gather Mist] by 1.

If the [Maximum Ghost Power] exceeds the [Current Health Points], then 2 [Insanity Rolls] must be made. The caster takes the effects of both [Insanity Rolls].


Grappling:


Any character can attempt to grapple as an offensive action if in melee range (less than 10 feet). The act of initiating a grapple is treated like a normal physical attack, but uses as its accuracy bonus the grappler’s [Grapple Accuracy Boost Skill].

Should the [Initiate Grapple] offensive action land, the target is now grappled. This is considered the first [Action Block] that they are grappled.

Each [Action Block] after the first [Action Block] that they are grappled, the target may attempt to break the grapple. The grappler and the target are allowed to invest up to the number of [Current Strength Points] specified in the table below this [Action Block]. These values will be referred to as [Grappler’s Strength Point Investment] and [Target’s Strength Point Investment]. They then each add 1d6 to those values, so [Grappler's Grapple Power] = [Grappler’s Strength Point Investment]  + 1d6, and [Target’s Grapple Power] = [Target’s Strength Point Investment] + 1d6. If the [Target's Grapple Power] exceeds the [Grappler's Grapple Power], then the grappling ends. The grappler can also break the grapple at any time. 

When a character is grappling a target, the character cannot perform any [Offensive Action], [Movement Action], [Verbal Action], or [Defensive Action]. If the the grapple ends, either because the target breaks the grapple or the character breaks the grapple, then the character cannot perform any of these actions for the remainder of the [Action Block].

When a target is being grappled, the target cannot perform any [Offensive Action], [Movement Action], [Verbal Action], or [Defensive Action]. If the the grapple ends, either because the target breaks the grapple or the character breaks the grapple, then the target cannot perform any of these actions for the remainder of the [Action Block].


Table 6.6 - Maximum Strength Points Invested:

Strength PointsMaximum Invested
0-91
10-142
15-193
20-244
25-295
30-346
35-397
40+8


While a target is being grappled, they will have their [Current Speed Points] reduced by 1 for the first [Action Block] they are grappled, 2 for the second [Action Block] they are grappled, 3 for the third [Action Block] they are grappled, and so on, increasing the amount their [Current Speed Points] are reduced each [Action Block] by 1. If they are wielding a grappling weapon, they also add their weapon's [Grapple Speed Damage Bonus] to the amount reduced each [Action Block]. 



While a target is being grappled, they will have take damage that ignores any form of damage reduction. This damage is equal to the twice the grappler's [Grapple Attack] skill. If the grappler is wielding a [Grappling Weapon], then the grappler's [Grapple Attack] skill is increased by their weapon's [Grapple Attack Bonus].