

Under Construction
Dec. 29, 2014
Attacks/Actions
Turns (Who goes first)
Initiative (AGL + INF)
Melee - Roll VIG + Level
Ranged - Roll AGL + Level
Magic - Roll APT + Level
VIG = Damage Done by Physical (Melee or Ranged) Attacks
(Added to Weapon Base)
AGL = Number of Attacks
One attack every 5 AGL
Damage cut in half each consecutive attack.
APT = Damage Done by Magic Attacks
(Added to Magical Weapon Base)


Magic Types
Magic if freeform in how its presented IC. No two people casting a fireball will be casting the game magic. This allows for creative freedom.
Harm Magic - Deals damage to opponent. Examples: Fireball, Pebble Shots, Whipping Vines, Acid Rain.
Heal Magic - Heals LP of target. Healing illness, limbs, etc. requires other skills, this magic only heals LP damage.
Support Magic - Gives +1 per CP to attack/action rolls. Examples: Improve Mood, Clearing Obsticles, Quick Feet.
Hindrance Magic - Gives -1 per CP to opponent's attack/action rolls. Examples: Entangle, Distract, Impair Senses.
Trickery Magic - Illusions, Mimickry, Puppetry, Throwing Voice, Etc. tricks opponent into believing something not real. 10% per CP.
Alter Magic - Alter's color, shape, size (up to 1/2 larger or smaller) of objects. Simple tasks will succeed without difficulty (with a successful roll), but difficult things may have a penalty to your skill which a GM will guide you on, making it harder to succeed. 10% per CP.
LP & Armor
You die (or lose) when LP reaches zero.
Armor protects you by absorbing damage until its DP runs out, at which point you start taking LP damage.
MP
You cannot cast magic without MP.
Your MP use will match your damage dealt (or healing.) If you deal 5 damage, it will cost 5 MP.
Effects will cost 10 MP per round the effect lasts.
Resurrections cost 50 MP to perform.
Elements
Magical Weaknesses mean that the target will take twice the damage from that element. No element is considered Arcane magic.
Magical Immunities mean that the target will take no damage from that element.
Combat
Defending Options
1. Dodge - AGL + Level = (d#) Take no damage.
2. Block - VIG + Level = (d#) Subtract from damage.
3. Counter Attack - Take full damage, strike back for half damage.
Additional Options
4. Absorb - Armor absorbs DMG until its DP runs out.
5. Magic Resistence - Reduces damage taken from magic.
6. Poison Resistence - Reduces damage taken from poison.
Armor
Example Battle
Simple battle example:
First round: Init (higher roll goes first)
Second round: Player 1's Attack > Player 2's Defend > Player 1's Damage if Applicable
Third round: Player 2's Attack > Player 1's Defend > Player 2's Damage if Applicable
Fourth round: Player 1's Attack > Player 2's Defend > Player 1's Damage if Applicable
Loser is the person who reaches 0 LP first.
Your attack should be described IC in detail , with OOC details (the more details the better, especially bonuses or effects) put in parenthesis after. If you don't state something before you roll, you don't get it! GM's might be inclined to give Exp. Bonuses for well described/entertaining duels! It never hurts to entertain the GM (don't get mad if you never get bonuses though... this is rare!)
E.g.: "(Johnathan) rushed (Marcus) with dagger in hand, intending to slice open his face. (Melee Attack, Dagger, Level 6, d8 DMG)"
Dice
To roll dice, you will type 'd' and then a number, such as d20 . You'll roll dice for anything official.
Percentages are rolled on d100 dice. You must roll lower than your percentage to succeed.
Stats, and attacks are have varied rolls. Damage will be rolled based on your weapon for example, and stats will be rolled based on what you have in that stat (d5 for 5 Vigor.) In these cases, you'll want to roll higher than your opponent. Ties are re-rolled.
Bonuses, such as +1 mean that whatever you roll, you'll add the bonus to your result... not your roll. If you roll d5 and get a 3, having a +1 means you got a 4.
