Miridon Hunters is designed with fast character creation. After learning to create a character, you should be able to create characters fast. Just follow these steps.
It is ultimately for the GM to choose the level the campaign is run at. This should affect the feel of the game.
Low Level - The characters are just starting out in Miridon. Challenging the established powers will likely lead to their death.
All you can really do is survive. Taking advantage of the law and powerful allies is the easiest way to do this.
Medium Level - The characters are adept in Miridon. They are strong enough to serve in a defense force, a raiding party, or the Imperial police. They still need to work with others, but surviving the world of Miridon is not really a challenge if they follow the rules.
High Level - The characters are leaders of Miridon. Affecting the politics of Miridon isn't a pipe dream anymore. The characters should be strong enough to level villages or found them.
Epic Level - The characters are legends in Miridon. Their power is legendary, and myths are formed around them. There are few characters in Miridon that are at this level.
There are many starting classes. The primary difference between these classes is the starting statistics and the skills available to the class. Refer to the next chapter for the list of classes.
Based on your class and the initial level, your characters have different starting stats. If you dual-class for your initial level, choose one of these classes as your starting class.
The [Maximum Ghost HP] listed is the maximum value for this stat. The character can have any value for [Maximum Ghost HP] between 0 and this number.
You can spend [Skill Points] on [Skills], [Talents], and [Flairs].
The first [Flair] costs 0 [Skill Points].
Find a [Weapon] that is suitable for your character and buy it.
Find an [Armor] that is suitable for your character and buy it.
As time progresses, characters become more and more adept with their mental acuity. Characters gain [Skill Points] in battle.
Low level battles award around 10 [Skill Points].
Medium level battles award around 20 [Skill Points].
High level battles award around 30 [Skill Points].
Eating a [Dead] character will provide [Character's Weight] in [Protein].
Produce can only be found past the outer rim in ghost territory. You will usually gather 1 pound of [Produce] per [Maximum Ghost HP] faced. The most powerful ghosts lie in the far end of ghost territory, where food is abundant, but if you spend too much time gathering the food you will be attacked.
Each day characters can digest their [Maximum Strength Points] in either [Protein] or [Produce].
Eating [Protein] or [Produce] will recover 5 [Current Physical HP] per pound eaten.
Food digestion also gives boosts to [Strength XP] and [Speed XP]. The [Strength XP] and [Speed XP] are boosted based on the pounds eaten.
Every pound of [Protein] adds 1 [Strength XP].
Every pound of [Produce] adds 10 [Speed XP].
The total amount of [Strength XP] and [Speed XP] that can be gained is limited to the number of [Food Digestion Points] you have gained in battle. If you run out of [Food Digestion Points], then eating food will only serve to recover your health.
Low level battles give around 15 [Food Digestion Points].
Medium level battles give around 30 [Food Digestion Points].
High level battles give around 45 [Food Digestion Points].
Epic level battles give around 60 [Food Digestion Points].
When a character's [Strength XP] reaches 25 * [Maximum Strength Points], the character's [Maximum Strength Points] are permantently increased by 1.
Once the [Maximum Strength Points] increase, revert the [Strength XP] to 0.
When a character's [Speed XP] reaches 25 * [Maximum Speed Points], the character's [Maximum Speed Points] are permantently increased by 1.
Once the [Maximum Speed Points] increase, revert the [Speed XP] to 0.
Your [Maximum Physical HP] is the total damage a character can take before falling unconscious. It is determined by your [Maximum Strength Points] and your [Maximum Speed Points].
[Maximum Physical HP] = 5 * [Maximum Strength Points] + 5 * [Maximum Strength Points].
Your [Character's Weight] is the total [Weight] of a character before equipment. It is determined by your [Maximum Strength Points] and your [Maximum Speed Points].
[Character's Weight] (lbs) = 100 + 5 * [Maximum Strength Points] + 5 * [Maximum Strength Points].
Eating a [Dead] character will provide [Character's Weight] in [Protein].
Chapter 2: Classes
Basic
Classes:
Basic classes are the standard
starting classes of a Miridon character. When a character chooses a basic
class, they gain the initial stats for that class. Each class has a special ability that is unique for the class. When they have the prerequisite stats for the next level in that special ability, they automatically gain the special ability to that level.
Grand Devourer
"I find philosophers are like mathematicians. Both of them taste good despite being on the scrawny side.”
Grand devourers are the strongest of the strong on Miridon. Aside from already having immense strength, grand devourers can furter boost their innate strength with discipline and training. Grand devourers are generally considered the rulers of Miridon’s towns and the empire. The most famous grand devourer is the emperor himself.
Skiffmaster
"Life is easier when you have trustworthy cannon fodder to watch your back and check for traps.”
Skiffmasters are a versatile class, focusing on non-battle skills to build up a parties power. Skiffmasters command troops into battle, attempting to use the power of numbers to their advantage. A skiffmaster will rarely be the front-line fighters of Miridon, despite being able to hold their own, but they will organize the weaker units, arm the warriors, and fortify the defenses. They also build and run the mobile fortresses known as skiffs. They build the infrastructure of Miridon and manage their underlings. Behind every grand devourer claiming to be the ruler of an area, there are several skiffmasters actually managing the domain.
Duelist
"If you were a real man then you would walk right into my spinning blades of death!”
Duelists are talented fighters that make light of battle. They specialize in fast attacks and jeers. While they are necessarily strategically the best targets to go after on the battlefield, their flamboyant attitude will draw many attackers to focus their attacks on them. Many town protectors and homicide division members are duelists.
The Vessel
"Insanity is subjective. In reality I’m the only sane man… Kittens!!!!”
While any human being can be possessed by ghosts, only vessels have trained their bodies to make full use of the benefits possession has to offer. They learn to control the ghosts to an extent that few others would even think possible, turning potential insanity into a powerful weapon. They can even use their ghosts to curse another with insanity. In the Miridonian world, one famous vessel is the mad Gogo, who houses one thousand ghosts.
Techie
"As long as you stay in the eye of the storm you can weather anything. Get a giant robot just to be on the safe side, though.”
Techies are researchers of the lost arts. While Miridonians are descendents and remnants of the space faring human race, many have lost all knowledge of such technologies. The loss of interest generally comes from the fact that human strength and speed far surpasses that of most technology. Techies, however, believe otherwise and work to create guns and mechs that can compete with powerful Miridonians. Techies do their best work in private, and are often found in underground caves building giant robotic armies. While they may not be able to compete physically with many Miridonians, their technology is a force to be reckoned with.
Ghost Hunter
"The first step to changing the world is to change your self. Then you need firepower.”
Ghost hunters are the most critical characters in any party. While many characters are trained in the art of killing other humans, only ghost hunters are trained in capturing the ghosts of the world. Because of their unique skill set and the laws protecting ghost hunters, they are generally treated as heroes. All ghost hunters are trained by another ghost hunter and can trace their training back to the first ghost hunter, Warren. Warren invented ghost bullets, and, despite being still alive and openly traveling the world, is revered as a sort of mythical hero of old. Warren himself has even found it impossible to convince others of his identity.
Class Special Abilities:
A character will gain a [Class Special Ability] in whatever [Class] the character chooses. Characters with the [Dual-Class] talent gain the [Class Special Abilities] of both [Classes].
Every [Class Special Ability] will have a [Rank] determined by the sum of the character's [Maximum Strength Points] and [Maximum Speed Points]. For every 10 points in the sum of the character's [Maximum Strength Points] and [Maximum Speed Points], the [Class Special Ability] gains an additional [Rank].
Inhuman Strength
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Grand Devourer]
The character's [Maximum Battle Strength Points] are increased by [Rank].
The character's [Maximum Weight Penalty] is increased by [Rank].
Caravan Master
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Skiffmaster]
The character can have a maximum number of [Crew Members] equal to their [Rank] in [Caravan Master].
[Recruit] can be used to recruit new [Crew Members].
[Crew Members] can be replaced if they die.
The [Crew Member] is detailed on the "Crew Member" page.
Riposte
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Duelist]
The character can perform [Riposte Melee Attack] as a [Bonus Action].
Concentration
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Vessel]
The amount of the [Spell Ghost Power] is reduced when their [Current Health Points] are reduced is decreased by 3 times their [Rank] in [Concentration].
Mech Training
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Techie]
The character can drive any Mech of requiring [Rank] in [Mech Training] or less.
See the "Mech Piloting" page for details.
Inhuman Speed
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Ghost Hunter]
The character's [Maximum Battle Speed Points] are increased by [Rank].
Dual-Class Rules:
When a character takes the [Dual-Class] talent, they can choose a second class on top of their base class. After selecting this second class. After selecting a second class, they receive the following bonuses:
Class Skills - If a skill was previously not a class skill and is a class skill of the second class, then it is now a class skill. Since class skills cost less skill points than cross-class skills, the additional point cost is refunded. For each one of these skills of rank of [Rank], this means that ([Rank] * [Rank + 1] / 2) points will be refunded.
Dual-Class Skills - Depending on the class combination, there will be one dual-class skill that matches that class combination. The character is not allowed to buy ranks in the matching dual-class skill.
Class Special - The character gains full access to the second class's special.
Dual-Class Special Abilities:
A character will gain a [Dual-Class Special Ability] when they take the [Dual-Class] talent. The character gains the [Dual-Class Special Ability] associated with the particular class pair.
Every [Dual-Class Special Ability] will have a [Rank] determined by the sum of the character's [Maximum Strength Points] and [Maximum Speed Points]. For every 10 points in the sum of the character's [Maximum Strength Points] and [Maximum Speed Points], the [Dual-Class Special Ability] gains an additional [Rank].
Flanking:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Skiffmaster]
Increase the [Damage Dealt] with a [Melee Attack] or [Melee Combo Attack] by the character's [Rank] in [Flanking] multiplied by the number of other friendly characters in [Melee Range] of the target.
Vicious Redouble:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Duelist]
Adds an additional 1d6 to [Damage Dealt] for [Redouble Melee Attack] for every [Rank] in [Vicious Redouble].
Ghastly Strength:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Vessel]
Recover a number of [Strength Points] and [Speed Points] equal to the character’s [Rank] in [Ghastly Strength] when the character's [Melee Attack] or [Melee Combo Attack] causes a target to become [Dead].
Mech Slash:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Techie]
Adds an additional 1d6 to [Damage Dealt] for a [Melee Attack] or [Melee Combo Attack] executed with a [Mech Blade] while piloting a [Mech].
Bull Rush:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Ghost Hunter]
Adds an additional 1d6 to [Damage Dealt] for a [Melee Attack] or [Melee Combo Attack] executed with [Charge] or [Fast Charge] for every [Rank] in [Bull Rush].
Guardian:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Skiffmaster] and [Duelist]
Any friendly character within 5 feet will have their [Passive Evasion] increased by the character's [Rank] in [Guardian]. This does not affect the character with [Guardian].
Healing Word:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Skiffmaster] and [Vessel]
This allows the character to perform the [Healing Word] action.
Team Mech:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Skiffmaster] and [Techie]
Every [Crew Member] can ride a [Mech] with 3 [Mech Parts], one of which is a [Mech Body]. Every [Mech Part] on the [Mech] must have a maximum number of [Mech Points] spent less than or equal to 15*[Rank] of the character's [Team Mech] ability.
Guidance:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Skiffmaster] and [Ghost Hunter].
This allows the character to perform the [Guidance] action.
This action can also be used outside battle to boost a nearby character's [Offensive Charisma Roll] by the character’s [Rank] in [Guidance].
Elemental Riposte:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Duelist] and [Vessel]
If the character is casting a spell and successfully hit a target with [Riposte], then they can choose to activate the spell immediately. The spell will only affect a single target, either the character or the target of the [Riposte]. The character's [Offensive Spell Boost] and [Defensive Spell Boost] are both increased by the character's [Rank] in [Elemental Riposte] for this spell.
Mech Counter:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Duelist] and [Techie]
If an attack misses a [Mech] piloted by the character, every [Mech Part] of the [Mech] may immediately perform an additional action. If this action is a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack], then the [To Hit Bonus] of this attack is increased by the character’s [Rank] in [Mech Counter].
Bullet Hell:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Duelist] and [Ghost Hunter]
The character can use additional [Offensive Actions] on their [Turn] in an [Action Block]. The [Strength Cost] and [Speed Cost] of these [Offensive Actions] must sum to a value less than or equal to the character's [Rank] in [Bullet Hell].
Mech Spell Training:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Vessel] and [Techie]
The character can use a additional [Mech Part] in any [Mech] that they pilot. This [Mech Part] must be a [Mech Spell Core]. For every 3 [Ranks] in [Mech Spell Training], the character can add an additional [Mech Spell Core].
Teleport:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Vessel] and [Ghost Hunter]
This allows the character to perform the [Teleport] action.
Mech Puzzle Weapon:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Techie] and [Ghost Hunter]
The character can use a additional [Mech Part] in any [Mech] that they pilot. This [Mech Part] must be a [Mech Puzzle Gun] or a [Mech Puzzle Blade]. For every 3 [Ranks] in [Mech Spell Training], the character can add an additional [Mech Puzzle Gun] or [Mech Puzzle Blade].
Unique Classes:
Unique Classes cannot dual-class. They are so unique that
they cannot fit into the classifications of the other classes. Generally,
starting players should not be allowed to play a unique class. Unique classes
cannot learn the abilities of any other classes.
Crew Member
Crew members work for a skiffmaster. They follow the skiffmaster and his or her skiff and will fight with the utmost loyalty. In general, crew members work best manning the skiff into battle. Crew members are an NPC class, and are under the control of the player who plays the skiffmaster.
Special Notes: Crew members have their strength points, speed points, skills, and talents based on the stats of their skiffmaster leader.
Strength Points - When recruited, the crew member will have a maximum strength points equal to 3 fewer than their skiffmaster's maximum strength points.
Speed Points - When recruited, the crew member will have a maximum speed points equal to 3 fewer than their skiffmaster's maximum speed points.
Skills - The crew member will have their skills at a [Rank] equal to 2 fewer than the skiffmaster's [Rank] in that skill.
Talent- The crew member will have their talents at a [Rank] equal to 2 fewer than the skiffmaster's [Rank] in that talent.
Chapter 3: Skills
Skills are are abilities that represent a character's mental prowess. These boosts are purchased with skill points. The effect is stronger based on the level, where [Rank] is the current level.
Skills come in three varieties, charisma skills and intelligence skills.
Cost - The cost to raise a skill to the next level is dependent on [Rank], where [Rank] is the new level of skill after the upgrade.
Ex. If the character is raising the level of the skill from 0 to 1, then [Rank] will be 1. If the cost is [Rank] points, then the total cost is 1.
Class Skills:
Unlike talents, skills have different costs per class.
Charisma skills have a cost of [Rank] points for classes that have the skill as a class skill.
Charisma skills have a cost of 2*[Rank] points for classes that have the skill as a class skill.
Crafting skills have a cost of 2*[Rank] points for classes that have the skill as a class skill.
Crafting skills have a cost of 3*[Rank] points for classes that have the skill as a class skill.
Table 3.1 - Class Skills:
Skill Name | Grand Devourer | Skiffmaster | Duelist | Vessel | Techie | Ghost Hunter |
Intimidate | X | | | | | |
Camaraderie | | X | | | | |
Rile | | | X | | | |
Subtlety | | | | X | | |
Jargon | | | | | X | |
Negotiation | | | | | | X |
Arms and Armor Crafting | X | | X | | | |
Machinery Crafting | | X | | | X | |
Technology Crafting | | X | | | X | |
Magic Crafting | | | | X | | |
Puzzle Crafting | | | | | | X |
Charisma Skills:
[Charisma Skills] are used to alter the attitude of an NPC by influencing a target's mind.
You do not need to have any [Rank] in a [Charisma Skill] in order to use the skill. Performing an action with a [Rank] of 0 will give a 0 point bonus to the action.
A character's [Charisma Skills] is also used as the defensive skill against the [Charisma Skills] of another character. When the are targeted with a [Charisma Skill], the character will use the [Charisma Skill] with the highest [Rank] for defence.
When a character attempts a [Charisma Skill] on another character, they add the [Rank] in that [Charisma Skill] to a roll of 3d6 to produce the [Offensive Charisma Roll]. The target also rolls 3d6 and adds the [Rank] of their highest [Charisma Skill] to produce the [Defensive Charisma Roll]. If the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll] then the target is affected by the skill.
Additional modifiers can be applied based on the situation and role playing.
Every [Charisma Skill] has multiple uses specified in the description of the [Charisma Skill]. Each of these skills is specified to be usable either in battle or out of battle.
Intimidate:
Class Skill Cost: [Rank] points.
Cross-Class Skill Cost: 2*[Rank] points.
Intimidate is used to strike fear into the target. This can be used in battle as well as in interrogation.
Interrogate:
This use of [Intimidate] can only be used outside battle. If successful, the target will be influenced to reveal information.
If the target is currently captured by the character, then the [Defensive Charisma Roll] is reduced by 10.
Additional modifiers can be applied depending on the importance of the information.
Stunning Scream:
This use of [Intimidate] can only be used inside battle. If successful, the target will be have their [Current Speed Points] reduced by 3 plus an additional 1 for every 2 points that the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll].
If the target's [Current Health Points] is less than or equal to one half their [Maximum Health Points], then the [Defensive Charisma Roll] is reduced by 5.
If the target's [Current Health Points] is less than or equal to one quarter their [Maximum Health Points], then the [Defensive Charisma Roll] is reduced by 10.
Camaraderie:
Class Skill Cost: [Rank] points.
Cross-Class Skill Cost: 2*[Rank] points.
Camaraderie is used to inspire their comrades.
Recruit:
This use of [Camaraderie] can only be used outside battle. This can only be performed if the character has at least 1 [Rank] in the [Caravan Master] special ability. If successful, then the character will recruit 1 new [Crew Member] plus an additional 1 [Crew Member] for every 5 points that the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll].
Unlike other skills that are executed on a single individual, this skill is executed in a populated town. This can only be used in a town once every 1 week. The [Defensive Charisma Roll] of the town is calculated by adding 3d6 to the town's [Recruit Modifier].
The character can have a maximum number of [Crew Members] equal to their [Rank] in [Caravan Master].
Battle Strategy:
This use of [Camaraderie] can only be used inside battle. If successful, the target cannot perform a [Defensive Action] against any attacks from any of the character's [Crew Members] for the current [Action Block] plus an additional 1 [Action Block] for every 5 points that the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll].
If at least 1 [Crew Member] wielding a melee weapon is within [Melee Range] of the target, then the [Defensive Charisma Roll] is reduced by 5.
Rile:
Class Skill Cost: [Rank] points.
Cross-Class Skill Cost: 2*[Rank] points.
Rile will make a target so enraged at the skill user that they will forgo logic and battle strategy in favor of mindlessly attacking the skill user. This can also be used outside of battle to convince a target to attack the character despite the risk of repercussion from the law. This can also be used to keep the target from fleeing.
Taunt:
This use of [Rile] can only be used inside battle. If successful, the target will be [Taunted] at the target for the current [Action Block] plus an additional 1 [Action Block] for every 5 points that the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll].
An [Taunted] target cannot fully control their own actions for the [Action Blocks] that they are affected. The character can still choose their actions with the following limitations.
When entering the [Taunted] state, if the character is currently in the [Block], [Heavy Block], or [Super Block] stance, then they will leave the stance.
While [Taunted], the target cannot perform any [Defensive Action].
While [Taunted], the target cannot perform any [Verbal Action].
While [Taunted], the target must perform their [Movement Action] before their [Offensive Action].
While [Taunted], if the target is not within range to perform a [Melee Attack], [Melee Combo Attack], or [Gun Attack] against the character with their weapon, they must perform a [Movement Action] will get them closest in range that they can afford it with their [Current Speed Points]. If they don't have any more [Current Speed Points], then they can choose to perform [Restore Speed Points].
While [Taunted], if the target can only perform [Melee Attack], [Melee Combo Attack], [Gun Attack], [Reload], [Continue Spell], or [Restore Strength Points] as their [Offensive Action].
While [Taunted], if target can only perform [Melee Attack], [Melee Combo Attack], [Gun Attack] against the character that used [Rile].
While [Taunted], if target can perform a [Melee Attack], [Melee Combo Attack], or [Gun Attack] against the character that used [Rile] in an [Action Block], then they have to perform one of these actions.
Torment:
This use of [Rile] can only be used outside battle. If successful, then target will be influenced to begin combat with the character.
If the target believes that beginning combat with the character will likely lead to the death of the target, then the [Defensive Charisma Roll] is increased by 10.
Subtlety:
Class Skill Cost: [Rank] points.
Cross-Class Skill Cost: 2*[Rank] points.
Subtlety allows a user to conceal their actions. This can be to stealthy approach a target or to conceal ghost possession.
Stealth:
This use of [Subtlety] can be used both inside battle and outside battle.
If the character is in the [Stealth Stance], the character will use [Stealth] to keep targets [Unaware] or to turn [Aware] targets into [Unaware] targets. If successful, then character will be [Unaware].
Stealth Strike:
This use of [Subtlety] can be used inside battle. If successful, then target will deal increase the [Damage Dealt] with an attack.
If a character successful hits with a [Melee Attack] or [Melee Combo Attack] and they haven't yet used their [Verbal Action], then they may choose to use [Stealth Strike]. If successful, then the [Damage Dealt] will be doubled. The attack will also increase the [Damage Dealt] by an additional 1d6 for every 1 point that the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll].
If a character successful hits with a [Gun Attack] or [Aimed Attack] and they haven't yet used their [Verbal Action], then they may choose to use [Stealth Strike]. If successful, then the [Damage Dealt] will be doubled. The attack will also increase the [Damage Dealt] by an additional 1d6 for every 2 points that the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll].
If the character has [Flairs] modifying the effects of [Critical Hit], then the effect causing the [Damage Dealt] will be doubled will be treated as a successful [Critical Hit]. This means that all bonus effects applied by [Critical Hit] will also apply to this attack.
Veil:
This use of [Subtlety] can be used both inside battle and outside battle. If successful, then target will not realize that the caster cast a spell.
If a character uses [Veil], then any other character in the vicinity is considered a target of the character's [Veil], whether the target is friendly or unfriendly. Each target will roll their own [Defensive Charisma Roll]. However, the character using [Veil] only needs to roll one [Offensive Charisma Roll].
If the character does not use [Veil] or if the [Veil] does not succeed, then when the caster activates the spell, the targets in range will identify that the caster cast a spell. They will also know what spell was cast.
[Veil] must be used on the same [Action Block] that the spell activates.
Jargon:
Class Skill Cost: [Rank] points.
Cross-Class Skill Cost: 2*[Rank] points.
Jargon allows a character to use language loaded with technical terms to convince a target to believe the target’s technical expertise. This can also be used to convince targets that the character's equipment is experiencing a malfunction.
Feign Expertise:
This use of [Jargon] can only be used outside battle. If successful, then target will be influenced to believe that the character is knowledgeable about a subject. This can be used to tell a lie. This can also be used to tell the truth that the target won't accept.
If the target is knowledge about the subject of the conversation, then the [Defensive Charisma Roll] is increased by 10.
False Reload:
This use of [Jargon] can only be used inside battle. The character must be wielding a gun to use this. If successful, then target will be convinced that the character is currently reloading an equipped gun.
If the character attacks the target with a [Gun Attack] or [Aimed Attack] during the same [Action Block] that they successfully use [False Reload] on the target, then the target cannot use any [Defensive Action] against the attack.
False Weakness:
This use of [Jargon] can only be used inside battle. The character must be inside a mech to use this. If successful, then target will be convinced that the character's mech as an exploitable weakness.
If a character uses [False Weakness], then any other character in the vicinity is considered a target of the character's [False Weakness], whether the target is friendly or unfriendly. Each target will roll their own [Defensive Charisma Roll]. However, the character using [False Weakness] only needs to roll one [Offensive Charisma Roll].
If a character uses [False Weakness], then the target's next [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] will target a strong point on the mech's armor. The mech's [Physical Damage Reduction] will be increased by 5 plus 3 for every 1 point that the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll].
After a target has the [Damage Dealt] of their attack reduced by the [Physical Damage Reduction], then the target will recognize that the weakness is false. Future attacks from the character will not be affected by the [False Weakness]. The target can use the [Battle Communication] action to shout out that the weakness was fake. If the target performs this action, then all targets will no longer be affected by the [False Weakness]. If this is not performed by any target, then each target must individually attack in order to realize that the weakness is false.
Negotiation:
Class Skill Cost: [Rank] points.
Cross-Class Skill Cost: 2*[Rank] points.
Negotiate is used to convince a target to give the character a deal that favours the character. This is often used to trade or to solicit rewards for helping out a target.
Diplomacy:
This use of [Negotiation] can only be used outside battle. If successful, then the target will be encouraged to want to help the character.
If the character helped the target in some way, then the [Defensive Charisma Roll] is reduced by 5.
Trustworthy Approach:
This use of [Negotiation] can only be used outside battle. If successful, then character can convince the target to let their guard down.
If a character uses [Trustworthy Approach], then they can choose multiple characters in the vicinity to be considered a target of the character's [Trustworthy Approach]. Each target will roll their own [Defensive Charisma Roll]. However, the character using [Veil] only needs to roll one [Offensive Charisma Roll].
This will be used before battle begins. When battle begins, the [Maximum Speed Points] of the targets affected will be reduced by 1 plus 3 for every 1 point that the [Offensive Charisma Roll] exceeds the [Defensive Charisma Roll] for the purposes of determining their [Turn Order].
Crafting Skills:
[Crafting Skills] are used to create the many tools available to players.
You need to have a certain [Rank] in a [Crafting Skill] in order create an item.
Using a [Crafting Skill] does not require a roll of any sort.
Arms and Armor Crafting:
Class Skill Cost: 2*[Rank] points.
Cross-Class Skill Cost: 3*[Rank] points.
[Arms and Armor Crafting] is used to craft [Swords], [Shields], [Hammers], and [Grappling Weapons].
[Arms and Armor Crafting] is used to craft [Basic Armors].
[Arms and Armor Crafting] is used to craft [Mech Blades].
Machinery Crafting:
Class Skill Cost: 2*[Rank] points.
Cross-Class Skill Cost: 3*[Rank] points.
[Machinery Crafting] is used to craft [Drills].
[Machinery Crafting] is used to craft [Skiffs], and [Skiff Cannons].
[Machinery Crafting] is used to craft [Mech Bodies], [Mech Legs], [Mech Treads], [Mech Guns], and [Mech Grappling Devices].
Technology Crafting:
Class Skill Cost: 2*[Rank] points.
Cross-Class Skill Cost: 3*[Rank] points.
[Technology Crafting] is used to craft [Traps].
[Technology Crafting] is used to craft [Pistols], [Sniper Rifles], [Shotguns], and [Teslas].
Magic Crafting:
Class Skill Cost: 2*[Rank] points.
Cross-Class Skill Cost: 3*[Rank] points.
[Magic Crafting] is used to craft [Staves].
[Magic Crafting] is used to craft [Mech Spell Cores].
Puzzle Crafting:
Class Skill Cost: 2*[Rank] points.
Cross-Class Skill Cost: 3*[Rank] points.
[Puzzle Crafting] is used to craft [Puzzle Bullets].
[Puzzle Crafting] is used to craft [Mech Puzzle Guns], and [Mech Puzzle Blades].
Chapter 4: Talents
Talents are are statistical boosts that generally help with combat. These boosts are purchased with skill points. The effect is stronger based on the level, where [Rank] is the current level.
Cost - The cost to raise a talent to the next level is dependent on [Rank], where [Rank] is the new level of the talent after the upgrade.
Ex. If the character is raising the level of the talent from 0 to 1, then [Rank] will be 1. If the cost is [Rank] points, then the total cost is 1.
Talents:
Melee Boost:
Cost: [Rank] * 5 points
Increase the [To Hit Bonus] of [Melee Attack] and [Melee Combo Attack] by 1 per [Rank].
Increase the [Damage Dealt] of [Melee Attack] and [Melee Combo Attack] by 1d6 per [Rank].
Gun Boost:
Cost: [Rank] * 5 points
Increase the [To Hit Bonus] of [Gun Attack] and [Aimed Attack] by 2 per [Rank].
Increase the [Damage Dealt] of [Gun Attack] and [Aimed Attack] by 2 per [Rank].
Grapple Boost:
Cost: [Rank] * 5 points
Increase the [To Hit Bonus] of [Initiate Grapple] by 2 per [Rank].
Increase the [Damage Dealt] of [Grapple Attack] by 1d6 per [Rank].
Increase the [Maximum Grapple Strength] of [Maintain Grapple] and [Break Grapple] by 1 per [Rank].
Redouble:
Cost: [Rank] * 5 points
Increase the [Redouble Damage Threshold] by 6 per [Rank].
Offensive Spell Boost:
Cost: [Rank] * 5 points
Increases the power of various spells. See the spell description for details.
Defensive Spell Boost:
Cost: [Rank] * 5 points
Increases the power of various spells. See the spell description for details.
General Spell Boost:
Cost: [Rank] * 5 points
Increases the power of various spells. See the spell description for details.
Restore Strength Points Boost:
Cost: [Rank] * 5 points
Increase the amount of [Current Strength Points] restored with [Restore Strength Points] per 1 per [Rank].
The total amount of [Current Strength Points] restored will be 5 + [Rank].
Restore Speed Points Boost:
Cost: [Rank] * 5 points
Increase the amount of [Current Speed Points] restored with [Restore Speed Points] per 1 per [Rank].
The total amount of [Current Speed Points] restored will be 5 + [Rank].
Physical Damage Reduction Boost:
Cost: [Rank] * 5 points
Increase the character's [Physical Damage Reduction] by 3 per [Rank].
This will reduce the [Damage Dealt] of [Melee Attack], [Melee Combo Attack], [Gun Attack], and [Aimed Attack] against the character.
The [Tesla] uses [Spell Damage Reduction] instead of [Physical Damage Reduction].
This will reduce the [Damage Dealt] of [Gale Burst] against the character.
Spell Damage Reduction Boost:
Cost: [Rank] * 5 points
Increase the character's [Spell Damage Reduction] by 5 per [Rank].
This will reduce the [Damage Dealt] of [Elemental Spell] and [Elemental Weapon] against the character.
This will reduce the [Damage Dealt] of [Gun Attack], and [Aimed Attack] against the character with a [Tesla].
Dodge Boost:
Cost: [Rank] * 5 points
Increase the character's [Active Evasion] by 2 per [Rank].
Resist Insanity:
Cost: [Rank] * 5 points
Increase the effective [Current Health Points] when calculating [Insanity Rolls] by 10 per [Rank].
Dual-Class:
Cost: 100 points
Pre-requisite: 20 [Maximum Strength Points], 20 [Maximum Speed Points]
When this talent is taken, the character gets a second character class. See "Dual-Class Rules" for more details.
Chapter 5: Flairs
Flairs are one-time boosts that customize a character to fit a specific role.
Cost - The cost to purchase a new flair is 0 skill points for the initial flair, then an increasing price of 10 * [Current Flair Count] where [Current Flair Count] is the number of flairs currently owned before the purchase. This means that the cost for each flair is 0, 10, 20, 30, etc.
General Flairs:
Agile Strike:
Condition: [Weapon Weight] < [Maximum Weight Penalty]
If the character is wielding a [Weapon] with a [Weapon Weight] less than the [Maximum Weight Penalty], then the [Weapon] can gain additional [To Hit Bonus]. [To Hit Bonus] of the [Weapon] increases by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the [Weapon Weight] of the [Weapon].
This is calculated based solely on the [Weapon Weight] of the [Weapon], and does not factor in the character's [Weight Penalty].
Normal: The [To Hit Bonus] is unmodified.
Agile Evasion:
Condition: [Weight Penalty] < [Maximum Weight Penalty]
If the character's [Weight Penalty] is less than the [Maximum Weight Penalty], then their [Passive Evasion] is increased. The character's [Passive Evasion] will be increased by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the character's [Weight Penalty].
Normal: The character's [Passive Evasion] is only based on the character's [Armor].
Advanced Agile Evasion:
Pre-requisite: [Agile Evasion]
Condition: [Armor Weight] < [Maximum Weight Penalty]
If the character's [Armor Weight] is less than the [Maximum Weight Penalty], then their [Passive Evasion] is increased. The character's [Passive Evasion] will be increased by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the character's [Armor Weight].
Normal: The bonus from [Agile Evasion] is based on the character's [Weight Penalty] rather than their [Armor Weight].
Ambidexterity:
Any two [Weapons] pairs using only the following [Weapons] are now [Balanced] with each other and themselves:
[Pistol]
[Tesla]
[Sword]
[Shield]
[Grappling Weapon]
Normal: Pistols are [Balanced] with other pistols. Swords are [Balanced] with shields.
Advanced Ambidexterity:
Pre-requisite: [Ambidexterity]
Any [Weapon] is [Balanced] with a [Weapon] listed [Ambidexterity]. These [Weapons] are not [Balanced] with each other or themselves. These new [Weapons] include:
[Drills]
[Hammers]
[Sniper Rifles]
[Shotguns]
Normal: Only [Weapons] from [Ambidexterity] are [Balanced] with [Weapons] from [Ambidexterity].
Greater Ambidexterity:
Pre-requisite: [Advanced Ambidexterity]
All [Weapons] are [Balanced] with each other and themselves.
Normal: [Weapons] from [Advanced Ambidexterity] are not [Balanced] with other [Weapons] from [Advanced Ambidexterity] or themselves.
Sword Dancer:
If the character is wielding two [Weapons], one or more [Weapon] is a [Sword], and the [Weapons] are [Balanced], then all attacks for both [Weapons] use the [To Hit Bonus] of the [Weapon] with the higher [To Hit Bonus].
The [To Hit Bonus] of each [Weapon] is calculated including the [To Hit Bonus] of the [Weapon], and the effects of [Melee Boost], [Gun Boost], and [Agile Strike].
The [To Hit Bonus] excludes the temporary effects of [Power Attack] for this calculation.
Normal: If two [Weapons] are being wielded, each uses their own [To Hit Bonus] value.
Parry:
Pre-requisite: [Riposte] Special Ability
If a character who is wielding a single [Sword] and no other [Weapon], then their [Active Evasion] is increased by their [Rank] in [Riposte].
Normal: The character's [Active Evasion] is only based on the character's [Dodge Boost].
Advanced Parry:
Pre-requisite: [Riposte] Special Ability, [Parry]
If a character who is wielding a single [Sword] and no other [Weapon], then their [Passive Evasion] is increased by their [Rank] in [Riposte].
Normal: The character's [Passive Evasion] is only based on the character's [Armor].
Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
Various forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for activating [Redouble Melee Attack].
These effects include [True Strike], [Power Attack], [Critical Hit], [Backfire Critical Hit], and [Charge].
Normal: All additional [Damage Dealt] is included in calculations for the purposes of activating [Redouble Melee Attack].
Advanced Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble], [Redouble Specialist]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
In addition to the effects from [Redouble Specialist], various additional forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for the purposes of activating [Redouble Melee Attack].
These effects include [Crushing Blow], [Combo Finisher], and [Fast Charge].
Normal: Only the additional [Damage Dealt] effects listed in [Redouble Specialist] are excluded for the purposes of activating [Redouble Melee Attack].
Greater Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble], [Redouble Specialist], [Advanced Redouble Specialist]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
In addition to the effects from [Redouble Specialist] and [Advanced Redouble Specialist], various additional forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for the purposes of activating [Redouble Melee Attack].
These effects include [Stealth Strike], [Flanking], and [Bull Rush].
Normal: Only the additional [Damage Dealt] effects listed in [Redouble Specialist] and [Advanced Redouble Specialist] are excluded for the purposes of activating [Redouble Melee Attack].
Action Flairs:
Shield Bash:
Action: [Melee Attack], [Melee Combo Attack]
A [Shield Block] can be performed with a [Shield] after a [Melee Attack] or [Melee Combo Attack] is performed with the same [Shield] in the same [Action Block].
Normal: 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].
Shield Deflection:
Action: [Shield Deflection]
The character can perform [Shield Deflection] as a [Bonus Action].
Normal: A character cannot perform [Shield Deflection].
Magic Shield Deflection:
Pre-requisite: [Shield Deflection]
Action: [Magic Shield Deflection]
The character can perform [Magic Shield Deflection] as a [Defensive Action].
Normal: A character cannot perform [Magic Shield Deflection].
Magic Shield Redirection:
Pre-requisite: [Shield Deflection], [Magic Shield Deflection]
Action: [Magic Shield Deflection]
When a character performs [Magic Shield Deflection] against an [Elemental Spell] cast against the character, the character that originally cast [Elemental Spell] will be included as an additional target of the [Elemental Spell].
The original caster reduces the [Damage Dealt] of the [Elemental Spell] by their [Spell Damage Reduction] as if they were originally a target of the spell.
Normal: The caster of the [Elemental Spell] is not a target of the [Elemental Spell].
Advanced Magic Shield Redirection:
Pre-requisite: [Shield Deflection], [Magic Shield Deflection], [Magic Shield Redirection]
Action: [Magic Shield Deflection]
The caster of the [Elemental Spell] does not apply their [Spell Damage Reduction] to the [Damage Dealt].
Normal: The caster of the [Elemental Spell] applies their [Spell Damage Reduction] to the [Damage Dealt].
Dual Shield Deflection:
Pre-requisite: [Shield Deflection], [Ambidexterity]
If the character is wielding two [Shields], and a [Shield Deflection] is used then the character remains in the original [Stance]. This can only be performed once per [Action Block].
Normal: The character changes their [Stance] when [Shield Deflection] is used.
Strong Attack:
Action: [Melee Attack], [Melee Combo Attack]
Applies to Bonus Actions: Yes
When performing a [Melee Attack] or [Melee Combo Attack], every 1d6 rolled for [Damage Dealt] will be re-rolled if it rolls a 1. If the re-roll is also a 1, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 1. The new values rolled will be used.
Normal: When performing a [Melee Attack] or [Melee Combo Attack], the 1d6 rolls for [Damage Dealt] will not be re-rolled if they roll a 1.
Advanced Strong Attack:
Pre-requisite: [Strong Attack]
Action: [Melee Attack], [Melee Combo Attack]
Applies to Bonus Actions: Yes
When performing a [Melee Attack] or [Melee Combo Attack], every 1d6 rolled for [Damage Dealt] will be re-rolled if it rolls a 1 or 2. If the re-roll is also a 1 or 2, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 2. The new values rolled will be used.
Normal: When performing [Strong Attack], the 1d6 rolls for [Damage Dealt] will only be re-rolled if they roll a 1.
Strong Shot:
Action: [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
When performing a [Gun Attack] or [Aimed Attack], every 1d6 rolled for [Damage Dealt] will be re-rolled if it rolls a 1. If the re-roll is also a 1, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 1. The new values rolled will be used.
Normal: When performing a [Gun Attack] or [Aimed Attack], the 1d6 rolls for [Damage Dealt] will not be re-rolled if they roll a 1.
Advanced Strong Shot:
Pre-requisite: [Strong Shot]
Action: [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
When performing a [Gun Attack] or [Aimed Attack], every 1d6 rolled for [Damage Dealt] will be re-rolled if it rolls a 1 or 2. If the re-roll is also a 1 or 2, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 2. The new values rolled will be used.
Normal: When performing [Strong Shot], the 1d6 rolls for [Damage Dealt] will only be re-rolled if they roll a 1.
Efficient Recover Ghost Power:
Action: [Recover Ghost Power]
The caster can choose to replenish [Spell Ghost Power] at a rate of either 2 [Spell Ghost Power] per [Strength Point] spent or 2 [Spell Ghost Power] per [Speed Point] spent.
Normal: 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.
Advanced Efficient Recover Ghost Power:
Action: [Recover Ghost Power]
Pre-requisite: [Efficient Recover Ghost Power]
The caster can choose to replenish [Spell Ghost Power] at a rate of either 3 [Spell Ghost Power] per [Strength Point] spent or 3 [Spell Ghost Power] per [Speed Point] spent.
Normal: With [Efficient Recover Ghost Power], the caster can choose to replenish [Spell Ghost Power] at a rate of either 2 [Spell Ghost Power] per [Strength Point] spent or 2 [Spell Ghost Power] per [Speed Point] spent.
Strong Spell:
Spell: [Elemental Spell], [Health Recovery], [Possession]
When [Elemental Spell], [Health Recovery], or [Possession] is activated by [Activate Spell] or [Elemental Riposte], every 1d6 rolled for the [Effect] of the [Spell] will be re-rolled if it rolls a 1. If the re-roll is also a 1, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 1. The new values rolled will be used.
Normal: When [Elemental Spell], [Health Recovery], or [Possession] is activated, the 1d6 rolls for the [Effect] of the [Spell] will not be re-rolled if they roll a 1.
Advanced Strong Spell:
Pre-requisite: [Strong Spell]
Spell: [Elemental Spell], [Health Recovery], [Possession]
When [Elemental Spell], [Health Recovery], or [Possession] is activated by [Activate Spell] or [Elemental Riposte], every 1d6 rolled for the [Effect] of the [Spell] will be re-rolled if it rolls a 1 or 2. If the re-roll is also a 1 or 2, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 2. The new values rolled will be used.
Normal: When performing [Strong Spell], when [Elemental Spell], [Health Recovery], or [Possession] is activated, the 1d6 rolls for the [Effect] of the [Spell] will only be re-rolled if they roll a 1.
Double Grapple:
The character can perform [Initiate Grapple] while in the [Grappling Stance] to add an additional target into the [Grappled Stance] within [Melee Range]. On a successful [Initiate Grapple], both the original target and new target will be in the [Grappled Stance].
While grappling two targets, [Maintain Grapple] is performed separately for each target. The [Strength Cost] is applied separately.
Normal: After performing [Initiate Grapple], the character will be grappling a target. While grappling a single target, the character will not be able to perform any actions.
Advanced Double Grapple:
Pre-requisite: [Double Grapple]
While grappling two targets, [Maintain Grapple] is performed only once and the [Strength Cost] is reduced only once.
Normal: While grappling two targets, [Maintain Grapple] is performed separately for each target.
Moving Grapple:
Pre-requisite: [Double Grapple]
The character can perform [Movement Actions] while in the [Grappling Stance].
The [Grappled] single target moves with the character.
Normal: After performing [Initiate Grapple], the character will be grappling a target. While grappling a single target, the character will not be able to perform any actions.
Second Attack:
The character can perform [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack] as a [Bonus Action].
Normal: A character cannot perform [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack].
Advanced Second Attack:
Pre-requisite: [Second Attack]
A [Second Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 1.
A [Second Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.
A [Second Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.
Normal: With [Second Attack], a [Second Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 2.
With [Second Attack], a [Second Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.
With [Second Attack], a [Second Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 3.
Greater Second Attack:
Pre-requisite: [Second Attack], [Advanced Second Attack]
A [Second Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 0.
A [Second Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 0.
A [Second Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.
Normal: With [Advanced Second Attack], a [Second Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 1.
With [Advanced Second Attack], a [Second Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.
With [Advanced Second Attack], a [Second Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.
Third Attack:
Pre-requisite: [Second Attack]
The character can perform [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack] as a [Bonus Action].
Normal: A character cannot perform [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack].
Advanced Third Attack:
Pre-requisite: [Second Attack], [Advanced Second Attack], [Third Attack]
A [Third Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 1.
A [Third Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.
A [Third Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.
Normal: With [Third Attack], a [Third Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 2.
With [Third Attack], a [Third Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.
With [Third Attack], a [Third Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 3.
Greater Third Attack:
Pre-requisite: [Second Attack], [Advanced Second Attack], [Greater Second Attack], [Third Attack], [Advanced Third Attack]
A [Third Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 0.
A [Third Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 0.
A [Third Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.
Normal: With [Advanced Third Attack], a [Third Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 1.
With [Advanced Third Attack], a [Third Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.
With [Advanced Third Attack], a [Third Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.
Quick Reload:
The character can perform [Quick Reload] as a [Bonus Action].
Normal: A character cannot perform [Quick Reload].
Attack Modifier Flairs:
True Strike:
The character can add [True Strike] as an [Attack Modifier].
Normal: A character cannot add [True Strike] as an [Attack Modifier].
Spinning Strike:
The character can add [Spinning Strike] as an [Attack Modifier].
Normal: A character cannot add [Spinning Strike] as an [Attack Modifier].
Whirlwind Strike:
Pre-requisite: [Spinning Strike]
The character can add [Whirlwind Strike] as an [Attack Modifier].
Normal: A character cannot add [Whirlwind Strike] as an [Attack Modifier].
Charging Spinning Strike:
Pre-requisite: [Spinning Strike]
The targets of a [Spinning Strike] or [Whirlwind Strike] receive additional [Damage Dealt] from [Charge] and [Fast Charge].
Normal: The targets of a [Spinning Strike] or [Whirlwind Strike] receive no additional [Damage Dealt] from [Charge] and [Fast Charge].
Agile Whirlwind Strike:
Pre-requisite: [Spinning Strike], [Whirlwind Strike]
If a character performing [Whirlwind Strike] fails to perform a [Movement Action] because of [Obstruct Movement], then the character instead performs a [Spinning Strike] for the same [Strength Cost] and [Speed Cost].
Normal: 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.
Advanced Agile Whirlwind Strike:
Pre-requisite: [Spinning Strike], [Whirlwind Strike], [Agile Whirlwind Strike]
If a character is performing [Whirlwind Strike], then they cannot be targeted with [Obstruct Movement] to stop their [Movement Action].
Normal: If a character is performing [Whirlwind Strike], then they can be targeted with [Obstruct Movement] to stop their [Movement Action].
Power Attack:
The character can add [Power Attack] as an [Attack Modifier].
Normal: A character cannot add [Power Attack] as an [Attack Modifier].
Crushing Blow:
Pre-requisite: [True Strike], [Power Attack]
The character can add [Crushing Blow] as an [Attack Modifier].
Normal: A character cannot add [Crushing Blow] as an [Attack Modifier].
Advanced Crushing Blow:
Pre-requisite: [True Strike], [Power Attack], [Crushing Blow]
The [Strength Cost] of [Crushing Blow] is reduced to 1.
Normal: The [Strength Cost] of [Crushing Blow] is 1.
Greater Crushing Blow:
Pre-requisite: [True Strike], [Power Attack], [Crushing Blow], [Advanced Crushing Blow]
The [Strength Cost] of [Crushing Blow] is reduced to 0.
Normal: With [Advanced Crushing Blow], the [Strength Cost] of [Crushing Blow] is 1.
Shoot Through:
The character can add [Shoot Through] as an [Attack Modifier].
Normal: A character cannot add [Shoot Through] as an [Attack Modifier].
Surprise Shoot Through:
Pre-requisite: [Shoot Through]
When using [Shoot Through], after the first target is successfully hit via a [To Hit Roll], all future targets in the line can not perform a [Dodge] action.
For shotguns, each bullet is calculated individually for factoring if the bullet hit a previous target.
Normal: When using [Shoot Through], each target can perform a [Dodge] action.
Piercing Shoot Through:
Pre-requisite: [Shoot Through]
When using [Shoot Through], after the first target is successfully hit via a [To Hit Roll], all future targets in the line do not gain additional [Physical Damage Reduction] from a [Block Stance], a [Heavy Block Stance], a [Super Block Stance], a [Shield Block Stance], a [Heavy Shield Block Stance], or a [Super Shield Block Stance].
For shotguns, each bullet is calculated individually for factoring if the bullet hit a previous target.
Normal: Each target can gain additional [Physical Damage Reduction] from [Block], [Heavy Block], [Super Block], or [Shield Block].
Advanced Piercing Shoot Through:
Pre-requisite: [Shoot Through], [Piercing Shoot Through]
Action: [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: No
Condition: 2 targets in [Range] in a line
When using [Shoot Through], after the first target is successfully hit via a [To Hit Roll], all future targets in the line that are in a [Block Stance], a [Heavy Block Stance], a [Super Block Stance], a [Shield Block Stance], a [Heavy Shield Block Stance], or a [Super Shield Block Stance] will leave their stance and enter [No Stance]. [Shield Deflection] can still be used.
For shotguns, each bullet is calculated individually for factoring if the bullet hit a previous target.
Normal: Targets maintain their [Block Stance], [Heavy Block Stance], [Super Block Stance], [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance] when hit with attacks.
Combo Finisher:
Pre-requisite: [True Strike], [Second Attack], [Third Attack]
The character can add [Combo Finisher] as an [Attack Modifier].
Normal: A character cannot add [Combo Finisher] as an [Attack Modifier]
Advanced Combo Finisher:
Pre-requisite: [True Strike], [Second Attack], [Third Attack], [Combo Finisher]
If the attack is a [Combo Finisher], then the [Damage Dealt] is further increased by an additional 1d6 for each point the [To Hit Roll] of the [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack] exceeded the target's [Evasion].
Normal:>The [Combo Finisher] only has its [Damage Dealt] increased by an amount based on the [To Hit Roll] of the [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack].
Greater Combo Finisher:
Pre-requisite: [True Strike], [Second Attack], [Third Attack], [Combo Finisher], [Advanced Combo Finisher]
If the attack is a [Combo Finisher], then the [Damage Dealt] is further increased by an additional 1d6 for each point the [To Hit Roll] of the [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] exceeded the target's [Evasion].
Normal:With [Advanced Combo Finisher], the [Combo Finisher] only has its [Damage Dealt] increased by an amount based on the [To Hit Roll] of the [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack] and an additional amount based on the [To Hit Roll] of the [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack].
Critical Hit Flairs:
Advanced Critical Hit:
An attack also counts as a [Critical Hit] if the character rolls an 11 on the [Base To Hit Roll].
Normal: The attack only counts as a [Critical Hit] if the roll was a 12 on the [Base To Hit Roll].
Greater Critical Hit:
Pre-requisite: [Advanced Critical Hit]
An attack also counts as a [Critical Hit] if the character rolls an 10 on the [Base To Hit Roll].
Normal: With [Advanced Critical Hit], the attack only counts as a [Critical Hit] if the roll was a 11 or 12 on the [Base To Hit Roll].
Piercing Critical Hit:
Pre-requisite: [Advanced Critical Hit]
The [Damage Reduction] of a [Critical Hit] is not doubled.
The [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus] minus the [Damage Reduction].
Normal: 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].
Disrupting Critical Hit:
If a target hit with [Critical Hit] is currently casting a [Spell], then the [Remaining Spell Cast Time] of the spell is increased by 1.
Normal: A [Critical Hit] does not effect delay a spell.
Cancelling Critical Hit:
Pre-requisite: [Disrupting Critical Hit]
If a target hit with [Critical Hit] is currently casting a [Spell], then the [Spell] is cancelled.
[Recover Ghost Power] cannot be used to negate this effect.
Normal: With [Disrupting Critical Hit], a [Critical Hit] only delays a spell.
Backfire Critical Hit:
Pre-requisite: [Cancelling Critical Hit], [Disrupting Critical Hit]
If a target's [Spell] is cancelled with [Cancelling Critical Hit], then the target will take [Spell Ghost Power] of the [Spell] in [Damage Dealt].
This [Spell Ghost Power] is not reduced from the [Damage Dealt] by the [Critical Hit]. This [Damage Dealt] bypasses [Physical Damage Reduction] and [Spell Damage Reduction].
Normal: With [Cancelling Critical Hit], the caster doesn't take any additional [Damage Dealt].
Draining Critical Hit:
Pre-requisite: [Cancelling Critical Hit], [Disrupting Critical Hit], [Backfire Critical Hit]
If a target's [Spell] is cancelled with [Cancelling Critical Hit], then the target will have their remaining [Current Ghost Power] reduced to 0.
Normal: With [Cancelling Critical Hit], the caster's [Current Ghost Power] is not affected by the attack.
Sword Critical Hit:
Pre-requisite: [Piercing Critical Hit]
The [Damage Reduction] of a [Critical Hit] with a [Sword] is not doubled.
The [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus].
Normal: When a character performs a [Piercing Critical Hit], the [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus] minus the [Damage Reduction].
Critical Shield Block:
The character can perform [Critical Shield Block] as a [Bonus Action].
The character can [Critical Shield Block] as a [Bonus Action].
Normal: A character cannot perform [Critical Shield Block].
Drill Critical Hit:
When a character wielding a [Drill] hits with a [Critical Hit], the [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage] is doubled.
Normal: With [Critical Hit], the attack does the normal amount of [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage].
Advanced Drill Critical Hit:
Pre-requisite: [Drill Critical Hit]
When a character wielding a [Drill] hits with a [Critical Hit], the [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage] is tripled.
Normal: With [Drill Critical Hit], the attack does the double the normal amount of [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage].
Greater Drill Critical Hit:
Pre-requisite: [Drill Critical Hit], [Advanced Drill Critical Hit]
When a character wielding a [Drill] hits with a [Critical Hit], the [Physical Damage Reduction Damage] is quadrupled.
The [Mech Physical Damage Reduction Damage] is multiplied by 5.
Normal: With [Advanced Drill Critical Hit], the attack does triple the normal amount of [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage].
Hammer Critical Hit:
When a character wielding a [Hammer] hits with a [Critical Hit], the [Speed Point Damage] is doubled.
Normal: With [Critical Hit], the attack does the normal amount of [Speed Point Damage].
Advanced Hammer Critical Hit:
Pre-requisite: [Hammer Critical Hit]
When a character wielding a [Hammer] hits with a [Critical Hit], the [Speed Point Damage] is tripled.
Normal: With [Hammer Critical Hit], the attack does double the normal amount of [Speed Point Damage].
Greater Hammer Critical Hit:
Pre-requisite: [Hammer Critical Hit], [Advanced Hammer Critical Hit]
When a character wielding a [Hammer] hits with a [Critical Hit], the [Speed Point Damage] is quadrupled.
Normal: With [Advanced Hammer Critical Hit], the attack does triple the normal amount of [Speed Point Damage].
Grappling Weapon Critical Hit:
When a character wielding a [Grappling Weapon] hits with a [Critical Hit], the character will enter the [Grappling Stance] and the target will enter the [Grappled Stance] as if they hit the target with [Initiate Grapple].
Normal: With [Critical Hit], the attack does not enter the [Grappling Stance].
Rapid Fire Gun Attack:
The character can perform [Rapid Fire Gun Attack] as a [Bonus Action].
Normal: A character cannot perform [Rapid Fire Gun Attack].
Sniper Rifle Critical Hit:
Pre-requisite: [Advanced Critical Hit], [Greater Critical Hit]
While a character is wielding a [Sniper Rifle] and the attack has a [Steady Shot Bonus], an attack also counts as a [Critical Hit] if the character rolls an 9 on the [Base To Hit Roll].
Normal: With [Greater Critical Hit], the attack only counts as a [Critical Hit] if the roll was a 10, 11, or 12 on the [Base To Hit Roll].
Advanced Sniper Rifle Critical Hit:
Pre-requisite: [Advanced Critical Hit], [Greater Critical Hit], [Sniper Rifle Critical Hit]
While a character is wielding a [Sniper Rifle] and the attack has a [Steady Shot Bonus], an attack also counts as a [Critical Hit] if the character rolls an 8 on the [Base To Hit Roll].
Normal: With [Sniper Rifle Critical Hit], the attack only counts as a [Critical Hit] if the roll was a 9, 10, 11, or 12 on the [Base To Hit Roll].
Greater Sniper Rifle Critical Hit:
Pre-requisite: [Advanced Critical Hit], [Greater Critical Hit], [Sniper Rifle Critical Hit], [Advanced Sniper Rifle Critical Hit]
While a character is wielding a [Sniper Rifle] and the attack has a [Steady Shot Bonus], an attack also counts as a [Critical Hit] if the character rolls an 7 on the [Base To Hit Roll].
Normal: With [Advanced Sniper Rifle Critical Hit], the attack only counts as a [Critical Hit] if the roll was a 8, 9, 10, 11, or 12 on the dice for the [Base To Hit Roll].
Shotgun Critical Hit:
Pre-requisite: [Advanced Critical Hit], [Greater Critical Hit]
A character wielding a [Shotgun] can perform a [Critical Hit]. A roll of 6 on the 1d6 [Base To Hit Roll] of a shotgun counts as a [Critical Hit].
Normal: If a character is wielding a [Shotgun], they cannot perform a [Critical Hit].
Tesla Critical Hit:
When a character wielding a [Tesla] hits with a [Critical Hit], the [Strength Point Damage] and the [Speed Point Damage] is doubled.
Normal: With [Critical Hit], the attack does the normal amount of [Strength Point Damage] and [Speed Point Damage].
Advanced Tesla Critical Hit:
Pre-requisite: [Tesla Critical Hit]
When a character wielding a [Tesla] hits with a [Critical Hit], the [Strength Point Damage] and the [Speed Point Damage] is tripled.
Normal: With [Tesla Critical Hit], the attack does the double the normal amount of [Strength Point Damage] and [Speed Point Damage].
Greater Tesla Critical Hit:
Pre-requisite: [Tesla Critical Hit], [Advanced Tesla Critical Hit]
When a character wielding a [Tesla] hits with a [Critical Hit], the [Strength Point Damage] and the [Speed Point Damage] is quadrupled.
Normal: With [Advanced Tesla Critical Hit], the attack does the triple the normal amount of [Strength Point Damage] and [Speed Point Damage].
Spell Casting Modifier Flairs:
Explosive Spell:
Spell: [Elemental Spell], [Health Recovery]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Elemental Spell] or [Health Recovery], they can add [Explosive Spell] as a [Spell Casting Modifier].
Normal: Characters cannot add [Explosive Spell] as a [Spell Casting Modifier].
Advanced Explosive Spell:
Pre-requisite: [Explosive Spell]
Spell: [Elemental Spell], [Health Recovery]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Elemental Spell] or [Health Recovery], they can add [Advanced Explosive Spell] as a [Spell Casting Modifier].
Normal: Characters cannot add [Advanced Explosive Spell] as a [Spell Casting Modifier].
Beam Spell:
Spell: [Elemental Spell], [Health Recovery]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Beam Spell] or [Health Recovery], they can add [Beam Spell] as a [Spell Casting Modifier].
Normal: Characters cannot add [Beam Spell] as a [Spell Casting Modifier].
Arc Beam Spell:
Pre-requisite: [Beam Spell]
Spell: [Elemental Spell], [Health Recovery]
When a [Spell] with [Beam Spell] is activated by [Activate Spell] or [Elemental Riposte], targets do not need to be in a straight line. When the spell activates, targets must be chosen in order, with a straight line from the original caster to the first target, and additional straight lines from each previous target to the next target. The sum of the length of the lines must be less than the total [Range] of the [Spell].
Each target is only targeted by the spell once.
Normal: When using [Beam Spell], the targets must all be in a straight line.
Chain Beam Spell:
Pre-requisite: [Beam Spell], [Arc Beam Spell]
Spell: [Elemental Spell], [Health Recovery]
When a [Spell] with [Beam Spell] is activated by [Activate Spell] or [Elemental Riposte], only the distance from the either the character or the previous target that was hit by the [Arc Beam Spell] must be less than the total [Range] of the spell.
The sum of the length of the lines can be any value.
Each target is only targeted by the spell once.
Normal: When using [Arc Beam Spell], the sum of the length of the lines must be less than the total range of the weapon.
Explosive Beam Spell:
Pre-requisite: [Explosive Spell], [Beam Spell], [Variant Spell]
Spell: [Elemental Spell], [Health Recovery]
When a [Spell] with [Beam Spell] is activated by [Activate Spell] or [Elemental Riposte], for each target of the [Spell], the caster can choose for each target to activate an [Explosive Spell] or an [Advanced Explosive Spell] at the location, adding any additional targets hit to the [Spell].
Each target is only targeted by the spell once.
Only the targets of the original [Beam Spell] can activate an [Explosive Spell] or an [Advanced Explosive Spell], not the new targets.
Normal: When using [Beam Spell], the spell only affects targets in a straight line.
Selective Gale Burst:
Spell: [Gale Burst]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gale Burst], they can add [Selective Gale Burst] as a [Spell Casting Modifier].
Normal: Characters cannot add [Selective Gale Burst] as a [Spell Casting Modifier].
Multi-Directional Gale Burst:
Pre-requisite: [Selective Gale Burst]
Spell: [Gale Burst]
When casting [Selective Gale Burst], the caster can choose to the direction each target is knocked back.
The directions of movement of [Multi-Directional Gale Burst] can only be non-vertical directions.
The direction is chosen separately for each target.
This movement can also be a combination of directions up to a total movement up to the distance of the [Effect] of the original [Spell].
When using [Selective Gale Burst], the caster can be chosen as a target of the spell.
Normal: When casting [Selective Gale Burst], all targets hit by the [Gale Burst] can only be knocked back directly away from the caster.
When using [Selective Gale Burst], the caster cannot be chosen as a target of the spell.
Aerial Gale Burst:
Pre-requisite: [Selective Gale Burst], [Multi-Directional Gale Burst]
Spell: [Gale Burst]
The directions of movement of [Multi-Directional Gale Burst] can include vertical directions.
Movement into the ground will cause the target to take damage as if they hit a wall.
Normal: The directions of movement of [Multi-Directional Gale Burst] can only be non-vertical directions.
Flying:
Pre-requisite: [Selective Gale Burst], [Multi-Directional Gale Burst], [Aerial Gale Burst]
Spell: [Gale Burst]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gale Burst], they can add [Flying] as a [Spell Casting Modifier].
Normal: Characters cannot add [Flying] as a [Spell Casting Modifier].
Advanced Flying:
Pre-requisite: [Selective Gale Burst], [Multi-Directional Gale Burst], [Aerial Gale Burst], [Flying]
Spell: [Gale Burst]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gale Burst], they can add [Advanced Flying] as a [Spell Casting Modifier].
Normal: Characters cannot add [Advanced Flying] as a [Spell Casting Modifier].
Greater Flying:
Pre-requisite: [Selective Gale Burst], [Multi-Directional Gale Burst], [Aerial Gale Burst], [Flying], [Advanced Flying]
Spell: [Gale Burst]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gale Burst], they can add [Greater Flying] as a [Spell Casting Modifier].
Normal: Characters cannot add [Greater Flying] as a [Spell Casting Modifier].
Multiple Enhancement:
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Multiple Enhancement] as a [Spell Casting Modifier].
Normal: Characters cannot add [Multiple Enhancement] as a [Spell Casting Modifier].
Advanced Multiple Enhancement:
Pre-requisite: [Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Advanced Multiple Enhancement] as a [Spell Casting Modifier].
Normal: Characters cannot add [Advanced Multiple Enhancement] as a [Spell Casting Modifier].
Greater Multiple Enhancement:
Pre-requisite: [Multiple Enhancement], [Advanced Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Greater Multiple Enhancement] as a [Spell Casting Modifier].
Normal: Characters cannot add [Greater Multiple Enhancement] as a [Spell Casting Modifier].
Spread Enhancement:
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Spread Enhancement] as a [Spell Casting Modifier].
Normal: Characters cannot add [Spread Enhancement] as a [Spell Casting Modifier].
Advanced Spread Enhancement:
Pre-requisite: [Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Advanced Spread Enhancement] as a [Spell Casting Modifier].
Normal: Characters cannot add [Advanced Spread Enhancement] as a [Spell Casting Modifier].
Greater Spread Enhancement:
Pre-requisite: [Spread Enhancement], [Advanced Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Greater Spread Enhancement] as a [Spell Casting Modifier].
Normal: Characters cannot add [Greater Spread Enhancement] as a [Spell Casting Modifier].
Counter Possession:
Spell: [Possession]
When a target is in the [Spell Casting Stance] when they are hit with [Possession], the [Spell Power] of the [Possession] is doubled.
Normal: The [Spell Power] of the [Possession] spell is not doubled.
Weakening Possession:
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Weakening Possession] as a [Spell Casting Modifier].
Normal: Characters cannot add [Weakening Possession] as a [Spell Casting Modifier].
Slowing Possession:
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Slowing Possession] as a [Spell Casting Modifier].
Normal: Characters cannot add [Slowing Possession] as a [Spell Casting Modifier].
Controlling Possession:
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Controlling Possession] as a [Spell Casting Modifier].
Normal: Characters cannot add [Controlling Possession] as a [Spell Casting Modifier].
Advanced Controlling Possession:
Pre-requisite: [Controlling Possession]
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Advanced Controlling Possession] as a [Spell Casting Modifier].
Normal: Characters cannot add [Advanced Controlling Possession] as a [Spell Casting Modifier].
Greater Controlling Possession:
Pre-requisite: [Controlling Possession], [Advanced Controlling Possession]
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Greater Controlling Possession] as a [Spell Casting Modifier].
Normal: Characters cannot add [Greater Controlling Possession] as a [Spell Casting Modifier].
Fast Gather Mist:
Spell: [Gather Mist]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gather Mist], they can add [Fast Gather Mist] as a [Spell Casting Modifier].
Normal: Characters cannot add [Fast Gather Mist] as a [Spell Casting Modifier].
Advanced Fast Gather Mist:
Pre-requisite: [Fast Gather Mist]
Spell: [Gather Mist]
When using [Fast Gather Mist], the caster must only make a single [Insanity Roll] and take its effect.
Normal: [Fast Gather Mist] requires two [Insanity Rolls].
Cheaper Shorten Spell:
Action: [Shorten Spell 2]
The [Speed Cost] of [Shorten Spell 2] is 10.
Normal: The [Speed Cost] of [Shorten Spell 2] is 15.
Variant Spell:
The character can add a [Spell Casting Modifier] to a [Spell] when they perform [Activate Spell] or [Elemental Riposte].
Normal: The character can add a [Spell Casting Modifier] to a [Spell] when they perform [Cast Spell] or [Echo Spell].
Racial Flairs:
Dragon Elemental Affinity:
Pre-requisite: [Dragon] Mutation
The character gains scales.
The character adds a new statistic [Dragon Elemental Affinity] that begins at 0.
Every time that the character is hit with the [Cold] element, the character's [Dragon Elemental Affinity] is decreased by 1 to a minimum of -10.
Every time that the character is hit with the [Fire] element, the character's [Dragon Elemental Affinity] is increased by 1 to a maximum of +10.
If a character has less than -1 as their [Dragon Elemental Affinity], then they become an [Ice Dragon]. The [Ice Dragon] has a [Dragon Elemental Affinity] with the [Cold] element.
If a character has greater than +1 as their [Dragon Elemental Affinity], then they become a [Fire Dragon]. The [Fire Dragon] has a [Dragon Elemental Affinity] with the [Fire] element.
If a character has -1, 0, or +1 as their [Dragon Elemental Affinity], then they become a [Purple Dragon]. The [Purple Dragon] has a [Dragon Elemental Affinity] with the [Electricity] element.
All attacks against the character with the element of the character's [Dragon Elemental Affinity] have their [Damage Dealt] reduced to 0.
Normal: The [Damage Dealt] of all elemental attacks is not negated.
Dragon Recovery:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity]
If a character is hit with the element of their [Dragon Elemental Affinity], they they recover a [Damage Healed] to their [Current Health Points] equal to the [Damage Dealt] they would have received before any [Spell Damage Reduction] is applied.
Normal: The character recovers no [Current Health Points] when hit with the element of their [Dragon Elemental Affinity].
Dragon Breath:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity]
The character can use the [Dragon Breath] as a [Verbal Action].
This attack hits for 1d6 [Damage Dealt] for every point in the character's [Maximum Speed Points].
This [Verbal Action] have a cost of 3 [Strength Cost] and 3 [Speed Cost].
If the character is an [Ice Dragon] then their [Dragon Breath] is of the [Cold] element.
If the character is an [Fire Dragon] then their [Dragon Breath] is of the [Fire] element.
If the character is an [Purple Dragon] then their [Dragon Breath] is of the [Electricity] element.
Normal: The character cannot perform a [Dragon Breath].
Dragon Claw:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity]
The character's arms and legs mutate into claws.
When the character is wielding the [Unarmed] weapon, the effects of the [Melee Boost] talent are doubled.
The character loses the ability to use any weapons other than the [Unarmed] weapon.
Normal: The [Melee Boost] is not doubled when wielding the [Unarmed] weapon.
The character can use any weapons that they meet the [Maximum Strength Points] requirement to wield.
Dragon Tail Whip:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity], [Dragon Claw]
The character gains a tail.
When the character performs a [Redouble] while wielding the [Unarmed] weapon, the character can perform a second [Redouble] for 0 [Strength Points] and 0 [Speed Points].
Normal: The character only performs a single [Redouble].
Dragon Flight:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity]
The character gains wings.
The character can use any [Movement Action] to move in any direction, even if that direction is vertical.
The character no longer falls when in the air.
Normal: The character can only move on the surface.
The character falls when in the air.
Dragon Wing Buffet:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity], [Dragon Claw], [Dragon Tail Whip], [Dragon Flight]
The character can perform a [Melee Attack] or [Melee Combo Attack] action with the [Unarmed] weapon as a [Movement Action].
This allows the character to perform a [Melee Attack] or [Melee Combo Attack] as well as any [Offensive Action].
Normal: The [Melee Attack] and [Melee Combo Attack] actions are [Offensive Actions].
Eldritch Blast:
Pre-requisite: [Eldritch Beast] Mutation
When the character casts [Possession], the base [Spell Cast Time] is 0.
Normal: The base [Spell Cast Time] is not modified.
Eldritch Strike:
Pre-requisite: [Eldritch Beast] Mutation, [Eldritch Blast]
If the character hits a target with a [Melee Attack] or [Melee Combo Attack] while wielding the [Unarmed] weapon before using their [Verbal Action] for that [Action Block], then the character can use their [Verbal Action] to perform an [Eldritch Strike].
With the [Eldritch Strike], a character casts the [Possession] spell with a base [Spell Cast Time] of 0.
The [Possession] spell cast with [Eldritch Strike] costs 0 [Strength Points] and 0 [Speed Points].
Normal: The [Possession] with [Eldritch Blast] costs the normal [Strength Points] and [Speed Points] as if the character used the [Cast Spell] action.
Eldritch Grasp:
Pre-requisite: [Eldritch Beast] Mutation, [Eldritch Strike]
When the character is wielding the [Unarmed] weapon, the effects of the [Melee Boost] talent are doubled.
Normal: The [Melee Boost] is not doubled when wielding the [Unarmed] weapon.
Death Worm Body:
Pre-requisite: [Death Worm] Mutation
The character loses their arms and legs to be replaced with a worm-like body.
When the character is wielding the [Unarmed] weapon, the effects of the [Melee Boost] talent are doubled.
The character loses the ability to use any weapons other than the [Unarmed] weapon.
Normal: The [Melee Boost] is not doubled when wielding the [Unarmed] weapon.
The character can use any weapons that they meet the [Maximum Strength Points] requirement to wield.
Death Worm Maw:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body]
The character can perform a [Melee Attack] or [Melee Combo Attack] action with the [Unarmed] weapon as a [Verbal Action].
This allows the character to perform a [Melee Attack] or [Melee Combo Attack] as well as any [Offensive Action].
Normal: The [Melee Attack] and [Melee Combo Attack] actions are [Offensive Actions].
Death Worm Bite:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body], [Death Worm Maw]
If the character hits a target with a [Melee Attack] or [Melee Combo Attack] action performed as a [Verbal Action] with [Death Worm Maw], then the character can choose to begin grappling the target as if they hit the target with [Initiate Grapple].
Normal: With [Death Worm Maw], the attack does not initiate a [Grapple].
Death Worm Burrow:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body]
When a character is above sand, the character can use any [Movement Action] to burrow underground. While underground, they cannot be targeted with any ability. While underground, they also cannot target anyone with any ability. They can use another [Movement Action] to move around underground or to return to the surface.
When the character returns to the surface with a [Movement Action], they cannot perform any [Offensive Action], [Defensive Action], or [Verbal Action] in the same [Action Block].
Normal: The character can only move on the surface.
Death Worm Tremor Sense:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body], [Death Worm Burrow]
When the character returns to the surface with a [Movement Action] after burrowing with [Death Worm Burrow], they can perform any [Offensive Action], [Defensive Action], or [Verbal Action] in the same [Action Block].
Normal: When the character returns to the surface with a [Movement Action] after burrowing with [Death Worm Burrow], they cannot perform any [Offensive Action], [Defensive Action], or [Verbal Action] in the same [Action Block].
Advanced Death Worm Tremor Sense:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body], [Death Worm Burrow], [Death Worm Tremor Sense]
When the character returns to the surface with a [Movement Action] after burrowing with [Death Worm Burrow], targets cannot perform a [Dodge] action against the character's attacks in the same [Action Block].
Normal: When the character returns to the surface with a [Movement Action] after burrowing with [Death Worm Burrow], targets can perform a [Dodge] action against the character's attacks in the same [Action Block].
Demon Flairs - To Be Created
Phoenix Flairs - To Be Created
Werebeast Flairs - To Be Created
Lust Flairs - To Be Created
Gluttony Flairs - To Be Created
Greed Flairs - To Be Created
Sloth Flairs - To Be Created
Wrath Flairs - To Be Created
Envy Flairs - To Be Created
Pride Flairs - To Be Created
Flesh Husk Flairs - To Be Created
Bone Husk Flairs - To Be Created
Blood Husk Flairs - To Be Created
Crystal Husk Flairs - To Be Created
Plant Husk Flairs - To Be Created
Metal Husk Flairs - To Be Created
Awakened Flairs - To Be Created
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 Points | Maximum Invested |
0-9 | 1 |
10-14 | 2 |
15-19 | 3 |
20-24 | 4 |
25-29 | 5 |
30-34 | 6 |
35-39 | 7 |
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].
Chapter 7: Ghost Rules
Ghost HP:
On top of their [Physical HP], each character also has a [Ghost HP]. This represents the number and strength of the ghosts that are currently possessing the user.
This encompasses two stats, [Maximum Ghost HP] and [Current Ghost HP].
[Maximum Ghost HP] is the number and strength of the ghosts currently bonded to the user. This number is what your [Current Ghost HP] will increase to whenever you cast the "Gather Ghosts" spell. The idea behind this is that even when ghosts are sent to perform spells, they always will have a home in your body. This number can increase or decrease in several ways:
If you are the target of a ghost's "Possession" attack, and fail or forgo a resistance roll, you will automatically have your [Maximum Ghost HP] increased by the amount dictated by the "Possession" spell. This will also increase your [Current Ghost HP].
You can willingly perform a ritual to be possessed by more ghosts. This requires a puzzle weapon containing the appropriate amount of ghost HP. This will also increase your [Current Ghost HP].
If you are hit by a puzzle weapon, your [Maximum Ghost HP] is decreased by the amount of puzzle damage inflicted by the puzzle weapon. This damage cannot exceed the storage capacity of the puzzle weapon or your [Current Ghost HP]. This will also reduce your [Current Ghost HP]. Said weapons can be used in later rituals, but the same rules apply.
[Current Ghost HP] is the number and strength of the ghosts currently contained within your body. This number fluctuates much faster than maximum ghost HP, as it is used to fuel spells. Using the "Gather Ghost" spell will increase your [Current Ghost HP] to the value of your [Maximum Ghost HP]. On top of the changes caused when the [Maximum Ghost HP] changes, this number can increase or decrease in several ways:
When you are hit with a glass weapon (or other dispersing weapon), your
[Current Ghost HP] will be decreased by the amount of dispersal damage from the weapon.
[Current Ghost HP] can only be reduced to 0 in this manner.
When begin casting a spell, your [Current Ghost HP] will be decreased by the amount of ghost HP that you invest into the spell. This ghost HP is lost even if you cancel casting the spell.
When you cast the spell "Gather Ghosts", your
[Current Ghost HP] will be increased to the value of your
[Maximum Ghost HP].
If you don't perform "Gather Ghost", your [Current Ghost HP] will recover by 1 point per hour until it reaches the value of your [Maximum Ghost HP]. Every time it increase can lead to an insanity roll.
Insanity:
Most Miridonians do suffer from minor possession, but they are able to retain their sanity. However, when there are a large number of ghosts possessing a weakened individual, the individual has a chance to go insane, mutate, or even die.
When a character's [Current Physical HP] is less than their [Current Ghost HP], they must make an insanity roll on the below table. This roll happens whenever the character's [Current Physical HP] lowers or their [Current Ghost HP] increases.
There multiple reasons a character needs to make an [Insanity] roll:
The character's [Current Physical HP] is reduced.
The character's [Maximum Ghost HP] is increased with [Possession].
The character's [Current Ghost HP] is increased with [Gather Mist].
If these conditions are met and [Current Physical HP] is greater than [Current Ghost HP], then they roll to get their [Insanity] roll:
[Insanity] roll result = [Current Ghost HP] - [Current Physical HP] + 3d6
Note: The [Resist Insanity] skill treats the [Current Physical HP] as higher both to check if [Current Physical HP] is greater than [Current Ghost HP] and to calculate the [Insanity] roll
After rolling an [Insanity] roll, the look up the roll on this table and take the appropriate effect:
Table 7.1 - Insanity Roll Effects:
Insanity Roll | Effect | Severity |
10 or less | None | |
11 | Phobia | 1 |
12 | Spell Drain | 1 |
13 | None | |
14 | Minor Insanity | 1d6 |
15 | Increase Roll | 1d6 |
16 | None | |
17 | Phobia | 1d6 |
18 | Stun | 1 |
19 | Mutant Transformation | |
20 | Increase Roll | 2d6 |
21 | None | |
22 | Spell Drain | 30 |
23 | None | |
24 | Minor Insanity | 2d6 |
25 | Increase Roll | 3d6 |
26 | Mutant Transformation | |
27 | Phobia | 2d6 |
28 | Stun | 2 |
29 | Disruption | 1d6 |
30 | Increase Roll | 2d6 |
31 | Mutant Transformation | |
32 | Spell Drain | 50 |
33 | Possessed | 1 |
34 | Vanity Transformation | |
35 | Increase Roll | 1d6 |
36 | Mutant Transformation | |
37 | Hardened | 1 |
38 | Stun | 3 |
39 | Disruption | 2d6 |
40 | Increase Roll | 2d6 |
41 | Mutant Transformation | |
42 | Spell Drain | 70 |
43 | Possessed | 1 |
44 | Vanity Transformation | |
45 | Increase Roll | 1d6 |
46 | Mutant Transformation | |
47 | Hardened | 1 |
48 | Unconscious | |
49 | Disruption | 3d6 |
50 | Increase Roll | 3d6 |
51 | Vanity Transformation | |
52 | Spell Drain | 90 |
53 | Possessed | 1 |
54 | Spell Backfire | 1 |
55 | Increase Roll | 1d6 |
56 | Vanity Transformation | |
57 | Hardened | 2 |
58 | Unconscious | 1d6 |
59 | Husk Transformation | |
60 | Increase Roll | 2d6 |
61 | Vanity Transformation | |
62 | Spell Drain | 110 |
63 | Possessed | 1 |
64 | Spell Backfire | 1 |
65 | Increase Roll | 1d6 |
66 | Vanity Transformation | |
67 | Hardened | 2d6 |
68 | Unconscious | 2d6 |
69 | Husk Transformation | |
70 | Increase Roll | 1d6 |
71 | Vanity Transformation | |
72 | Spell Drain | 130 |
73 | Possessed | 1 |
74 | Spell Backfire | 2 |
75 | Increase Roll | 3d6 |
76 | Husk Transformation | |
77 | Hardened | 3d6 |
78 | Unconscious | 3d6 |
79 | Mist Form | 1 |
80 | Increase Roll | 2d6 |
81 | Husk Transformation | |
82 | Spell Drain | 150 |
83 | Possessed | 2 |
84 | Awakened Transformation | |
85 | Increase Roll | 1d6 |
86 | Husk Transformation | |
87 | None | |
88 | Curse | |
89 | Mist Form | 2 |
90 | Increase Roll | 2d6 |
91 | Husk Transformation | |
92 | Spell Drain | 170 |
93 | Possessed | 2 |
94 | Awakened Transformation | |
95 | Increase Roll | 1d6 |
96 | Husk Transformation | |
97 | Dematerialize | |
98 | Dematerialize | |
99 | Awakened Transformation | |
100 or more | Dematerialize | |
None: The character suffers no effects.
Increase Roll: Add [Severity] to the current [Insanity] roll. Take the new effects.
Phobia: The character gains a phobia for [Severity] days. The phobia is dependent on the current situation of the character. The phobia is decided by the GM. While in the presence of the phobia,
any [Defensive Charisma Roll] rolled by the character is reduced by 5.
Minor Insanity: The character gains a minor insanity for [Severity] days.
The minor insanity is decided by the GM.
Any [Defensive Charisma Roll] rolled by the character is reduced by 5.
Curse: Seemingly no effect.
The character is now cursed.
The GM can decide the manifestation of the curse at a future time.
Spell Drain: If the character is casting a spell, the [Spell Ghost HP] is reduced by [Severity].
Disruption: The character cannot use [Cast Spell] or [Echo Spell] for [Severity] [Action Blocks].
Spell Backfire: If the character is casting [Elemental Spell], then that spell activates with the caster as the sole target.
If the character is casting any other spell, then that spell is cancelled. The damage dealt by the spell is multiplied by [Severity].
Stun: The character takes effects dependent on the [Severity].
If the [Severity] is 1, the character's [Current Speed Points] are cut in half and the character's [Current Strength Points] are cut in half. The result is rounded down.
If the [Severity] is 2, the character's [Current Speed Points] become 0 and the character's [Current Strength Points] become 0.
If the [Severity] is 3, the character's [Current Speed Points] become 0 and the character's [Current Strength Points] become 0. The character also cannot use [Restore Speed Points] or [Restore Strength Points] in the current [Action Block] or the next 1d6 [Action Blocks].
Unconscious: The character is knocked [Unconscious] for [Severity] hours.
Restoring the character's [Current Physical HP] will not heal the [Unconscious] state.
Possessed: The character takes effects dependent on the [Severity].
If the [Severity] is 1, ghosts possess the character.
The ghosts control the character until the character is reduced to 0 [Current Ghost HP].
The ghosts cannot use [Gather Mist].
If the [Severity] is 2, ghosts possess the character.
The ghosts control the character until the character is reduced to 0 [Maximum Ghost HP].
The ghosts can use [Gather Mist].
Mutant Transformation: The character transforms into a mutant.
Vanity Transformation: The character transforms into a vanity.
Husk Transformation: Transform into a Husk.
Awakened Transformation: Transform into an Awakened.
Hardened: The character is hardened against mutation.
For the next [Severity] times that the character suffers from [Mutant Transformation] or [Vanity Transformation], the character takes no effects.
Mist Form: The character takes effects dependent on the [Severity].
If the [Severity] is 1, every particle of the character's body dematerializes.
In 24 hours, the character will appear 1d6 miles away from the location that the character dematerialized.
Roll 65 + 3d6 and the character also takes that effect as an [Insanity] roll.
If the [Severity] is 2, every particle of the character's body dematerializes.
In 7 days, the character will appear 3d6 miles away from the location that the character dematerialized.
Roll 75 + 3d6 and the character also takes that effect as an [Insanity] roll.
Dematerialize: Every particle of the character's body dematerializes into mist.
The character is dead.
Magic:
Anyone with at least 1 [Current Ghost HP] can use the [Cast Spell] action to begin casting a spell.
The character decides at this time the amount of [Spell Ghost HP] to invest in the spell. The [Spell Ghost HP] must be greater than 0. The [Spell Ghost HP] must be less than or equal to the character's [Current Ghost HP]. The [Spell Ghost HP] of the spell is deducted from the [Current Ghost HP] of the character at this time.
The target of this spell must be decided at this time. The target must be within the range of the spell.
The [Remaining Spell Cast Time] is set to the [Spell Cast Time] of the spell.
After beginning to cast a spell, the [Spell Ghost HP] can now be reduced by actions that interrupt the spell casting process.
If the spell caster receives damage, then the [Spell Ghost HP] is reduced by the amount of damage taken.
If the spell caster performs an action, then the [Spell Ghost HP] is reduced by the sum of the speed points and the strength points that are used to perform an action.
If the target moves out of range of the spell, then the caster can choose to redirect the spell. The [Spell Ghost HP] is reduced by 1 for every 5 feet the trajectory is redirected. The spell cannot be redirected past the maximum range of the spell.
The spell does not activate until the [Remaining Spell Cast Time] is reduced to 0. This can be accomplished by using the [Channel Spell] action.
If the [Spell Ghost HP] is reduced to 0 or less, then the spell is cancelled. No [Spell Ghost HP] is refunded from a cancelled spell. The spell caster can also choose to cancel a spell at any time during casting.
Each spell has a [Subtlety Modifier]. If the character is in [Stealth] or wants to conceal that they are casting a spell with [Veil], then this modifier is added to the [Stealth] or [Veil] roll.
Spells with duration will remain in effect until the duration elapses (or another condition causes the spell to end prematurely).
Spells do not requires a [To Hit] roll in order to affect a target, as they automatically hit the target.
Spell List:
Elemental Spell: Maximum Range: 60 ft
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -10
Base Effect: Deal 6d6 elemental damage of your choice to a single target. Possible elements include fire, cold, and electricity. [Spell Damage Reduction] reduces this damage.
Offensive Spell Boost: Each rank adds 2d6 damage to spell.
General Spell Boost: Each rank adds 1d6 damage to spell.
Health Recovery: Maximum Range: 60 ft or Self
Spell Cast Time: 2 [Action Blocks]
Subtlety Modifier: +5
Base Effect: Restore 6d6 health to a single target. This healing works on humans and any possessed objects.
Defensive Spell Boost: Each rank adds 2d6 damage to amount healed.
General Spell Boost: Each rank adds 1d6 damage to amount healed.
Gale Burst: Range: 45 ft radius
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -15
Base Effect: All other units within the radius of the range of the caster, both friendly and unfriendly, are knocked back 30 feet away from the caster. Should this cause the target to hit a wall or stationary object, the target will take 1 damage per foot left to travel as physical damage. [Physical Damage Reduction] reduces this damage.
Offensive Spell Boost: Each rank adds 5 feet to the distance the the targets are knocked back.
Gather Mist: Range: Self
Spell Cast Time: 2 [Action Blocks]
Subtlety Modifier: +0
Effect: Recovers all the character’s [Ghost HP]. The [Current Ghost HP] of the spell caster is regenerated to the [Maximum Ghost HP] of the spell caster. If the [Maximum Ghost HP] exceeds the [Current Physical HP], then an insanity check should be made.
Spell Barrier: Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +0
Base Effect: Creates a barrier that absorbs 30 spell damage or other elemental damage before breaking.
Defensive Spell Boost: Each rank adds 5 damage to amount of damage the barrier can absorb before breaking.
General Spell Boost: Each rank adds 2 damage to amount of damage the barrier can absorb before breaking.
Physical Barrier: Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +0
Base Effect: Creates a barrier that absorbs 30 physical damage before breaking.
Defensive Spell Boost: Each rank adds 5 damage to amount of damage the barrier can absorb before breaking.
General Spell Boost: Each rank adds 2 damage to amount of damage the barrier can absorb before breaking.
Elemental Weapon: Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -5
Base Effect: This effect can be placed on either a weapon or a character. If the effect is placed on a character, then the enchantment affects unarmed attacks made by the character.
Enchant a weapon to deal an additional 1d6 elemental damage to any target hit by this weapon. Possible elements include fire, cold, and electricity. This damage is reduced separately than the damage from the weapon attack. [Spell Damage Reduction] reduces this damage. For effects that require more than 0 damage to be dealt by the weapon, if they weapon damage is reduced to 0, but the [Elemental Weapon] damage is greater than 0, then the weapon is considered to have dealt more than 0 damage.
Offensive Spell Boost: Each rank adds 2 damage to spell.
General Spell Boost: Each rank adds 1 damage to spell.
Vampiric Weapon: Range: 30 feet or Self
Duration: 30 [Action Blocks]
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: -5
Base Effect: This effect can be placed on either a weapon or a character. If the effect is placed on a character, then the enchantment affects unarmed attacks made by the character.
Enchant a weapon to heal the wielder for 1d6 damage when they hit a target with this weapon. The attack must deal more than 0 damage.
Defensive Spell Boost: Each rank adds 2 damage to amount healed.
General Spell Boost: Each rank adds 1 damage to amount healed.
Possession: Range: 60 ft
Spell Cast Time: 3 [Action Blocks]
Subtlety Modifier: +10
Base Effect: The [Spell Power] of this spell is 15d6. If the target has a [Current Physical HP] less than the [Spell Power], then they are possessed. Targets possessed by the spell have their [Maximum Ghost HP] and [Current Ghost HP] both increased by either [Target's Current Physical HP] - [Spell Power] or [Spell Ghost HP], whichever is smaller. This will require the target to make an [Insanity] roll if their [Current Ghost HP] > [Current Physical HP].
Offensive Spell Boost: Each rank adds 4d6 damage to the [Spell Power].
General Spell Boost: Each rank adds 2d6 damage to the [Spell Power].
Chapter 8: Weapons
Swords
Swords are the basic melee weapon. Their bonus to hit allows melee fighters to keep up with speedier characters.
Swords are [balanced] with shields. This is used to calculate the [weight] of wielding two weapons.
Table 6.1.1 - Swords:
Weapon Name | Weapon Weight | Damage | To Hit Bonus |
Longsword | 2 | 1d6+1 | +1 |
Claymore (sword) | 4 | 2d6 | +2 |
Greatsword | 7 | 3d6 | +3 |
Grand Saber | 10 | 4d6 | +4 |
Monument Sword | 15 | 6d6 | +6 |
Shields
Shields are a basic defensive melee weapon. They are primarily designed to be used as a defensive weapon. When using a [Shield Block] action, the [Block], [Heavy Block], and [Super Block] abilities reduce additional damage. When used offensively, they deal a small amount of damage, but have a very large bonus to hit.
Shields are [balanced] with swords. This is used to calculate the [weight] of wielding two weapons.
[Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.
[Heavy Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Heavy Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.
[Super Block Bonus] - This additional damage is reduced from the damage the wielder takes from physical attacks when the wielder uses the [Super Block] action. This bonus is only applied if the wielder uses a [Shield Block] action.
Table 6.2.1 - Shields:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Block Bonus | Heavy Block Bonus | Super Block Bonus |
Small Shield | 2 | 0 | +2 | +1 | +1 | +1 |
Large Shield | 4 | 1d6-1 | +4 | +2 | +4 | +6 |
Great Shield | 7 | 1d6+1 | +5 | +3 | +5 | +7 |
Grand Shield | 10 | 2d6 | +7 | +5 | +8 | +10 |
Monument Shield | 15 | 3d6 | +9 | +7 | +10 | +15 |
Drills
Drills are designed as an anti-mech unit. Their principal ability purpose is to break the defenses of an opponent. Every time they hit they reduce the physical damage reduction of their opponent for the the rest of the given round by a set amount (Physical Damage Reduction Damage for humans, Mech Physical Damage Reduction Damage for mechs). The physical damage reduction is restored at the beginning of the next round. If the wielder has the special ability of the "Techie" class "Mech Training", that skill is also added to the "Physical Damage Reduction Damage" and twice to the "Mech Physical Damage Reduction Damage".
[Physical Damage Reduction Damage] - This statistic is reduced from the target's "Physical Damage Reduction" talent for the duration of the current round. If the wielder is of the "Techie" class, then the ranks in their special ability "Mech Training" are also added to this statistic.
[Mech Physical Damage Reduction Damage] - While "Physical Damage Reduction Damage" works for humans, the effect is even stronger on mechs. This statistic is reduced from the target mech's "Physical Damage Reduction" talent for the duration of the current round. If the wielder is of the "Techie" class, then twice their ranks in their special ability "Mech Training" are also added to this statistic.
Table 6.3.1 - Drills:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Physical Damage Reduction Damage | Mech Physical Damage Reduction Damage |
Hand Drill | 2 | 1d6 | +0 | 0 | 1 |
Arm Drill | 5 | 2d6 | +1 | 1 | 1 |
Power Drill | 7 | 3d6 | +2 | 1 | 2 |
Grand Drill | 10 | 4d6 | +3 | 1 | 3 |
Star Drill | 15 | 6d6 | +4 | 2 | 5 |
Heavenly Drill | 20 | 8d6 | +6 | 2 | 7 |
Hammers
Hammers are a weapon designed to control the battlefield. Hammers reduce a target's speed points for the remaining of the round.
[Speed Point Damage] - Any target hit with the hammer will have their remaining speed points for this round reduced by this number.
Table 6.4.1 - Hammers:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Speed Point Damage |
Hand hammer | 2 | 1d6 | +0 | 0 |
War Hammer | 6 | 3d6 | +1 | 1 |
Maul | 10 | 5d6 | +2 | 3 |
Great Maul | 15 | 8d6 | +3 | 4 |
The Crusher | 20 | 10d6 | +5 | 5 |
Grappling Weapons
Grappling weapons are fast melee weapon that are worn on both hands (or are both hands). They get a bonus to the [Initiate Grapple] action, and the [Grapple Attack] action. They gain a bonus to [Grapple
[Grapple Attack Damage] - Increase the [Damage Dealt] of [Grapple Attack] by this stat.
[Grapple Speed Damage] - Increase the amount a target's [Current Speed Points] are reduced every round the target is [Grappled].
[Grapple To Hit Bonus] - Increase the [To Hit Bonus] of [Initiate Grapple] by this stat.
[Maximum Grapple Strength] - Increase the [Maximum Grapple Strength] for [Maintain Grapple] and [Break Grapple] by this stat.
Table 6.5.1 - Grappling Weapons:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Grapple Attack Damage | Grapple Speed Damage | Grapple To Hit Bonus | Maximum Grapple Strength |
Unarmed | 0 | 1 | +0 | 0 | 3 | +0 | 0 |
Claw | 1 | 1d6-1 | +0 | 1d6 | 4 | +0 | 0 |
Gauntlet | 3 | 1d6+1 | +1 | 2d6 | 4 | +1 | 1 |
Clawed Gauntlet | 5 | 2d6-1 | +2 | 3d6 | 5 | +2 | 1 |
Heavy Gauntlet | 8 | 2d6+1 | +3 | 4d6 | 5 | +3 | 2 |
Giant Gauntlet | 10 | 3d6 | +3 | 5d6 | 6 | +3 | 2 |
King's Gauntlet | 16 | 4d6 | +4 | 6d6 | 7 | +4 | 3 |
Staves
Staves are magical melee weapon. They can store [Ghost Power] for use in spells. They can also decrease the [Strength Cost] of the [Cast Spell] action.
[Ghost Power Storage] - Outside of battle, a character can transfer their [Current Ghost Power] to the [Stave]. The maximum [Ghost Power] that can be stored is equal to this stat. When using the [Cast Spell] action, the character can use the [Ghost Power] of the [Stave] instead of their own [Current Ghost Power].
[Cast Spell Strength Cost] - This stat is used as the [Strength Cost] of [Cast Spell] instead of the default value.
Table 6.6.1 - Staves:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Ghost Power Storage | Cast Spell Strength Cost |
Short Staff | 4 | 1d6 | +0 | 10 | 4 |
Medium Staff | 7 | 2d6 | +1 | 25 | 4 |
Long Staff | 10 | 3d6 | +2 | 40 | 3 |
Great Staff | 13 | 4d6 | +3 | 60 | 3 |
Giant Staff | 17 | 5d6 | +4 | 75 | 2 |
Pistols
Pistols are the standard guns from Miridon.
Pistols are [balanced] with other pistols. This is used to calculate the [weight] of wielding two weapons.
Table 6.7.1 - Pistols:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Range |
Palm Pistol | 2 | 1d6 | -0 | 50 ft |
Revolver | 5 | 2d6-1 | -0 | 60 ft |
Heavy Revolver | 8 | 3d6 | -1 | 70 ft |
Hand Cannon | 11 | 4d6 | -2 | 80 ft |
Dreadnaught | 15 | 5d6 | -2 | 90 ft |
Sniper Rifles
Sniper Rifles are designed for firing at a long range. They have multiple range increments, each with different penalties to accuracy.
[Short Range] - Firing a sniper rifle at a distance up to this range gives an additional -0 to hit.
[Medium Range] - Firing a sniper rifle at distance up to this range gives an additional -2 to hit.
[Long Range] - Firing a sniper rifle at distance up to this range gives an additional -4 to hit.
[Steady Shot Bonus] - If no [Offensive Action], [Movement Action], [Verbal Action], or [Defensive Action] was performed the previous [Action Block] or the current [Action Block], the sniper rifle adds this value to the [To Hit Bonus].
Table 6.8.1 - Sniper Rifles:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Short Range | Medium Range | Long Range | Steady Shot Bonus |
Hunting Rifle | 5 | 1d6+1 | -0 | 50 ft | 100 ft | 150 ft | +2 |
Battle Rifle | 8 | 3d6 | -1 | 55 ft | 110 ft | 165 ft | +3 |
Heavy Rifle | 12 | 4d6 | -2 | 60 ft | 120 ft | 180 ft | +4 |
Targeting Cannon | 15 | 5d6 | -3 | 65 ft | 130 ft | 195 ft | +6 |
Hand Howitzer | 20 | 7d6 | -4 | 80 ft | 160 ft | 240 ft | +8 |
Shotguns
Shotguns fire several bullets simultaneously. The bullets have a fairly short range. Each shot fires multiple bullets.
[To Hit Bonus] - Other weapons calculate to hit with 2d6 + [To Hit Bonus] + [Gun Accuracy Boost] to calculate hitting the target. Shotguns calculate to hit with 1d6 + [To Hit Bonus] + [Gun Accuracy Boost] to hit. If the target attempts to dodge the attack, each bullet must be dodged seperately.
[Bullets Fired Per Shot] - Every time a shotgun is shot, multiple bullets are released. This accounts for the number of bullets released. Each bullet is rolled separately. As each shotgun bullet only uses 1d6 and bonuses to calculate to hit, all to hit dice can be rolled at once.
Table 6.9.1 - Shotguns:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Range | Bullets Fired Per Shot |
Shotgun | 5 | 1d6 | -0 | 50 ft | 6 |
Spreadshot | 8 | 1d6+2 | -1 | 50 ft | 9 |
Scattershot | 11 | 2d6 | -1 | 45 ft | 12 |
Iron Mist | 15 | 2d6+2 | -3 | 40 ft | 15 |
Bullet Rain Storm | 20 | 3d6 | -4 | 40 ft | 20 |
Teslas
Teslas fire a charged burst of pure electricity at an opponent. This burst takes away some of a targets speed and strength points.
[Damage] - Damage dealt by teslas is electrical damage and is affected by a target's [Spell Damage Reduction]. For attacks with a tesla, any calculation that would normally use [Physical Damage Reduction] for calculating weapon damage will use [Spell Damage Reduction].
[Strength Point Damage] - Any target hit with the tesla will have their [Current Strength Points] reduced by this number.
[Speed Point Damage] - Any target hit with the tesla will have their [Current Speed Points] reduced by this number.
Table 6.10.1 - Teslas:
Weapon Name | Weapon Weight | Damage | To Hit Bonus | Range | Strength Point Damage | Speed Point Damage |
Stun Pistol | 2 | 1d6-1 | -0 | 20 ft | 2 | 1 |
Shock Gun | 5 | 1d6 | -0 | 20 ft | 4 | 2 |
Plasma Rifle | 9 | 2d6-1 | -1 | 15 ft | 6 | 3 |
Battery Arm | 12 | 2d6+1 | -1 | 15 ft | 8 | 5 |
Plasma Cannon | 15 | 3d6 | -2 | 10 ft | 10 | 6 |
Chapter 9: Mech Rules
Mech Piloting:
[Mechs] are small humanoid one-man machines exclusively piloted by characters with at least 1 [Rank] in [Mech Training]. A [Mech] can only be used by someone with [Mech Training].
A character with [Mech Training] can use any [Mech] that meets the following requirements:
The [Mech] has a maximum number of 3 [Mech Parts] plus 1 additional [Mech Part] for every 3 [Ranks] in [Mech Training].
The [Mech] has a [Mech Body] as one of its [Mech Parts].
Every [Mech Part] on the [Mech] has a maximum number of [Mech Points] spent less than or equal to 25*[Rank] of [Mech Training].
A character with at least 1 [Rank] in [Mech Training] can spend 24 hours working on the [Mech] to alter the [Mech] for their use. This can include detaching [Mech Parts], attaching new [Mech Parts], and allocating [Mech Points] to up to 25*[Rank] of [Mech Training] for each [Mech Part].
If a character has [Tech Training] higher than their [Mech Training], then they can use this skill in place of [Mech Training] to build a [Mech], even if they have no [Ranks] in [Mech Training] or the [Mech Points] of a part are higher than they can use.
In order to add a new [Mech Part], the [Mech Part] must be readily available to attach. A character cannot add [Mech Parts] that they don't already possess.
Mech Battle Rules:
[Mechs] operate under their own battle rules.
[Mechs] always go last in the [Turn Order].
If two or more characters are piloting [Mechs], then 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].
At the beginning of the battle, a piloted [Mech] starts with their [Speed Points] restored and their [Health Points] restored.
Each [Mech Part] has its own [Maximum Speed Points]. Each [Mech Part] has its [Current Speed Points] restored to the character's [Maximum Speed Points].
Each [Mech Part] has its own [Speed Point Regen]. The [Mech Part] will recover an amount of [Current Speed Points] equal to their [Speed Point Regen].
The [Mech Body] has a [Maximum Health Points] that determines the [Maximum Health Points] for the entire [Mech].
The [Mech Body] has a [Health Points Regen]. The [Mech Body] will recover an amount of [Current Health Points] equal to their [Health Points Regen].
The [Mech Body] has a [Physical Damage Reduction], [Physical Damage Reduction Regen], [Spell Damage Reduction], and [Auto Dodge Boost] that determines the [Physical Damage Reduction], [Physical Damage Reduction Regen], [Spell Damage Reduction], and [Auto Dodge Boost] for the entire [Mech].
The [Physical Damage Reduction] of a [Mech] will work just like the [Physical Damage Reduction] of a character.
If a [Physical Damage Reduction]of the [Mech] is reduced, such as by the [Physical Damage Reduction Damage] of the [Drill] weapon, then the [Physical Damage Reduction] will regenerate by [Physical Damage Reduction Regen] on the [Turn] of the [Mech] in the [Action Block].
The [Spell Damage Reduction] of a [Mech] will work just like the [Spell Damage Reduction] of a character.
The [Auto Deflection] of a [Mech] automatically reduces the [To Hit Bonus] of all incoming attacks targeting the character. This does not require any action performed by the [Mech].
For each [Action Block], the [Mech] will act on their [Turn] in the [Turn Order]. Each [Mech Part] can only perform 1 action each [Action Block] chosen by the pilot of the [Mech]. Each action uses a set amount of [Speed Points]. If the user does not have enough [Speed Points] remaining, then the user cannot perform the action. These actions can be performed in any order during this [Turn]. The pilot can also choose
The character can choose to perform one [Offensive Action], one [Movement Action], and one [Verbal Action] when it is their [Turn] in the [Turn Order]. The character can also choose to not perform any of these actions.
Many actions that can be performed by a [Mech Part] have an equivalent action that can be performed by a character. The rules for the [Mech Part] performing the action are similar to if the character performed the action, with differences noted.
If a [Mech] has its [Current Health Points] is reduced to 0 or less, the [Mech] becomes [Disabled].
When a [Mech] becomes [Disabled], any spell that a [Mech Part] is currently casting is cancelled.
When a [Mech] becomes [Disabled], every [Mech Part] has its [Speed Points] drop to 0. This [Speed Points] of the [Mech Part] do not regenerate while the [Mech] is [Disabled].
When a [Mech] becomes [Disabled], its [Physical Damage Reduction] is reduced to 0. This [Physical Damage Reduction] does not regenerate while the [Mech] is [Disabled].
The only actions that any [Mech Part] can only perform when the [Mech] is [Disabled] are the [Enter Mech] and [Exit Mech] actions of the [Mech Body].
A [Mech] will still recover an amount of [Current Health Points] equal to their [Health Points Regen] when it is [Disabled].
If [Mech] takes any additional [Damage Dealt] while [Disabled], then the [Damage Dealt] is applied to both the [Mech] and the character piloting the [Mech]. This attack bypasses [Physical Damage Reduction] and [Spell Damage Reduction].
A [Mech] will still recover an amount of [Current Health Points] equal to their [Health Points Regen] when it is [Disabled].
If a [Mech] has their [Current Health Points] fully recover to their [Maximum Health Points], then the [Mech] will no longer be be [Disabled]. The [Mech] will still have their [Physical Damage Reduction] be 0 and the [Speed Points] of each [Mech Part] as 0.
The [Physical Damage Reduction] and [Speed Points] of a [Mech] will start regenerating again when the [Mech] is not longer [Disabled].
If a [Mech] does not have any pilot, then it will still regenerate [Current Health Points]. As long as the [Mech] isn't [Disabled], it will also regenerate [Physical Damage Reduction]. It will not regenerate [Speed Points] without a pilot.
If a character leaves a [Mech] with [Exit Mech], then the character will have their [Current Strength Points] and [Current Speed Points] start at 0. The character cannot perform any other actions in the same [Action Block] that they leave the [Mech]. The [Turn Order] of the character will be set as the last [Turn] in the [Action Block]. Any [Enter Mech] or [Exit Mech] performed after this will take the place of the the last [Turn] in the [Turn Order].
If a character enters a [Mech] with [Enter Mech], then every [Mech Part] of the [Mech] will have its [Current Speed Points] start at 0. The character and the [Mech] cannot perform any other actions in the same [Action Block] that the character enters the [Mech]. The [Turn Order] of the [Mech] will be set as the last [Turn] in the [Action Block]. Any [Enter Mech] or [Exit Mech] performed after this will take the place of the the last [Turn] in the [Turn Order].