List of all Combat Rules in Homebrew Roleplay

Generic Combat Actions/Elements

  Regular Action Economy
  • 1 Movement, 1 Action (Subject to Multi-Action/AP Rules), 1 Reaction (Also subject to Multi-Action/AP Rules, with an additional Willpower Roll)
Initiative
  • 1 Dice + Dex + Wits
  To-Hit Accuracy
  • Melee Attack - DEX + Martial Arts
  • Ranged Attack - DEX + Ranged Arts
Weapon Damage
  • Melee Weapon - STR+Flat DMG dice
  • Ranged Weapon - Flat DMG dice per projectile hit
Movement (1 Square = 2 Yards)
  • Basic movement (3 squares)
  • Jogging Movement (6 squares +1 per 3 Dex)
  • Running Movement (10 squares +1.5 per Dex, rounded down)
  • Max movement in combat without action penalty is 1/2 Total running movement
  • Performing an action while moving removes a dice from the action pool unless AP is used.
  • Injured characters have their movement reduced.
Readying Weapon
  • Takes 1 round action without any rolls
  • Performing this action while performing any other action requires a multi-action reduced roll of Dex+Melee/Ranged Arts (depending on the weapon drawn) reduced only by AP cost.
Retain
  • Retain is an action that player characters perform to activate and maintain certain abilities which may or may not be used in battle. Roll Stamina + Concentration at half the complexity of the action attempted. Using Retain to maintain an effect reduces the players current willpower by 1, and extends the duration of the ability by 2 rounds per point in associated class skills if applicable (minimum 4 rounds). This point of Willpower is restored when the ability maintained by the is dismissed, but the effect will be dismissed if the player character takes damage to their mental fortitude that would reduce willpower while the effect is ongoing, resulting in a lost ability and point of willpower, or which specifically is designed to hamper or disrupt their focus or senses. For the lattermost phenomenon, they need to roll Stamina+Concentration to keep the Retain active. At higher class category levels, the player can hold multiple Retain effects up at once, at the cost of a roll of willpower at increasing difficulty, or increasing point costs in willpower.
  Yielding/Coordinated Action Rules
  • Players may delay their actions to coordinate with allies for the purposes of combining attacks, working together to perform a coordinated maneuver or attack. While they act near-simultaneously, the description of actions occurs in the order of comparable initiative. They then return to their regular initiative order unless the coordinated action completely fails, at which point they retain the new initiative order.
  • A player may also yield their turn entirely, declaring so to put themselves at the end of the turn order. They return to regular initiative order on the next turn.
Multi-Action Rules
  • When performing multiple actions on a single turn, the player performs all actions with a penalty of -1 dice in the dice pool per number of actions, with an additional -1 dice in the dice pool per number in the order beyond the first action. This can only be circumvented by the use of AP.
  • (Example: In a three-action sequence, the total dice pool for each action is -3, -4, -5)
AP Rules
  • When a player uses AP as part of a multi-action maneuver, this reduces the penalty for a multi-action maneuver to a -1 dice to the dice pool based on the location of the action in the order of maneuvers.
  • If the entire sequence of actions do not involve expenditure of Aspectral power, performing any attack or performing a complex physical or mental action, then a single point in AP applies this effect to the entire sequence of events (reducing the penalty in the example above to -0,-1,-2 dice). Otherwise, this only applies to selected actions at a rate of 1 per AP.
Multiple Reactions
  • Players can normally perform 1 reaction per round of combat. However, if they push themselves, they can use their reactions in combat more than once to preserve or save allies in battle. However, this is considered a mentally strenuous activity.
  • To perform more than 1 reaction, players must successfully roll a Willpower roll, with the number of required successes equal to the current number of reactions they are performing (minimum 2). Once this roll is successful, the resulting roll is now subject to multi-action rules (-2 dice) unless a point of AP or Willpower is expended.
Damage Soak Rules
  • Soak represents the ability to absorb damage from enemies. Generally, without armor, soak only represents the ability to absorb physical damage from non-weapon sources, which is represented as a Stamina roll against the damage. However, the presence of Armor, Barriers and other related methods of adding Soak allow Soak to apply to more types of damage. These methods and their rules are discussed Below
Armor Rules
  • Armor applies 1-5 Dice of Soak to the player's soak pool, and additionally expands the damage that soak applies to. This expansion is indicated by letters alongside the armor (B for Bludgeoning, S for Slashing, P for Piercing, V for Visceral). Additionally, if the armor has been equipped with a Reinforcing Gem (a gemstone aligned with a particular element), that element expands the Armor's Soak to all the elements within the same elemental category as it, as well as all elements it is strong against in accordance with the Tabula Phraas when activated outside of the Guard Action. Reinforced Armor also increases the difficulty of these damage types by up to 1/2 of the Soak Dice (rounded down, to a maximum of +8 difficulty on Reinforced Heavy Armor). However, as a consequence, the element that the Reinforcing Gem is vulnerable to applies to the armor as well, reducing the difficulty by the same amount. Activating a Reinforcing Gem can be done as a Reaction, requiring Stamina + Celestient Sphere against the weight of the Armor. This can be activated/deactivated with no cooldown time and once activated is self maintaining unless specifically deactivated by either the player or by outside forces disrupting the energy.
  • Armor of 1-2 is Light Armor, 2-4 is medium armor, and 5 is heavy armor. The armor penalty to the number of Dex dice used is equal to the bonus Soak - (1 + 1 if the quality of the Reinforcing Gem is 3 or higher).
Barrier Rules
  • Barrier is a temporary addition to the soak pool added by activating the Protection Gem of any Trinket, or applied by the usage of Aspectral Power. This soak pool absorbs all non-supernatural, and non-primordial attacks that strike it, with the temporary soak points depleting with each success. The remaining undepleted points of Barrier remain for any successive attacks. The temporary soak dice given by a Trinket is equal to 2 + 1 per quality level of the Trinket up to 6. Once depleted, the Trinket cannot be used for 3 rounds unless the player character uses 1 Ambiance point and roll a successful Retain roll (difficulty 5) to refresh the effects of the Trinket.
  • Barrier increases the difficulty of success by 1 up to the cap of +8, remaining at regular difficulty against elements it is weak to per the Cycle of Elements in the Tabula Phraas
  • Barrier only applies to damage applied from outside the body, and can be bypassed by Precision damage.
  • Barrier has a temporary duration, based on its source, and can stack between differing sources, but the total amount of barrier created cannot exceed 6 unless there are special qualities or backgrounds related by the player.
  • Half of Piercing and Viscera damage bypasses Barrier (rounded up) but can be blocked by Armor.
Ichor HP rules (monsters only)
  • Ichoric HP regenerates at a rate of 1 per turn until depleted, after which it takes 3 turns to regenerate to full.
  • The HP of the unit who has Ichoric HP is divided among the "Eyes" that make it up (if it is a monstrous creature). Each Eye has a health threshold of 1-4 at most, dependant on maturity. The HP must be the sum of all of the eyes that make up the creature.
  • Ichoric HP maximum is always at 6 unless it is specified as a Colony as part of its Background.
  • Ichoric HP damage is taken after regular Soak is calculated.
Changes to Precision Damage
  • Sneak Attacks and its equivalents have the bonus damage from stealth treated as Precision damage for the purposes of bypassing all forms of soak.

Aspect Core Rules

  Terminology
  • A Core is a psionic representation of an aspect of one's elemental powers under their control. This is used as a basis for the creation of skills for situations in and out of battle, and players dialogue with the Storyteller in the development of Thread Abilities. To that end, the following rules and terminologies apply.
Core Usage and interconnection terminology
  • Below are the terms used to distinguish how Cores work together in the system.
  • Duality Cores represent the ability to perform two or more actions fluidly. They are the Default Core Type, and can be used singularly to craft Thread abilities.
  • Empty Cores represent Cores that must be filled with a specific elemental energy to be used properly. Once filled, they are permanently aligned with this elemental energy (providing passive benefits) and can be treated as a Duality Core for the purposes of creating Thread abilities.
  • Hollow Cores are similar to Empty Cores, but lack the permanency element and benefit effects of an Empty Core, allowing the player to manipulate different elements at different times. It needs to be filled with one or more energies in order to be treated as a Duality Core, and wielding more than one energy at once increases difficulty and complexity by each additional element
  • Phenom Cores represent the absorption, replication and manipulation of a phenomenon. These can either function as Empty or Hollow Cores for the purposes of how permanent the effect is once absorbed. They have no issue wielding the multiple elements that may make up the phenomenon, but parsing those elements may increase the initial difficulty of wielding Thread skills made in such a way.
  • Linked Cores represent Cores that are, by default, used simulataneously. This means that, with no additional burden in terms of time taken once trained, the wielder of these cores can use all simultaneously without incurring any additional cost. Unlinking the Cores and using them seperately is possible, but increases the initial difficulty of wielding Thread skills developed that way. A Linked Core can also be Linked to a Duality, preventing the use of a specific core without the activation of the other, but not vice versa
  • Harmonium Cores are cores that cannot be wielded by themselves, but must be wielded with at least one other core for activation of their abilities. This slightly increases the resource cost in developing the Thread Skill, but incurs no additional penalties in the usage of said skill.
Raw Sphere Manipulation
  • When players get to 5 or more points in a sphere, they are able to wield the raw power of an element they have access to, with a great deal of difficulty. This increases the resources needed to create the Thread Skill by an additional 50% rounded up, the initial, unmastered ability difficulty by 3, and the initial complexity by +2. These additional penalties are nullified upon mastery, and the penalties are reduced by 1 for every 2 sphere points beyond 5.
Psionic Intonation Counter/Tone Rules
  • Under Normal circumstances, attempted internal interference using Aspectral power will retaliate on the wielder with a counter-intonation of Psionic static that dazes and sickens the one who attempted to do so. If the attempt is massive, the counterintonation can even affect all people in close proximity to both parties as well (not affecting the party in question). The effects of this last half as many rounds as successes on the action taken.
  • If the intonation is enhanced by other means (Harmonia/Psynchronicity) or has another elemental enhancement (Such as the Aspect of Intonation) the feedback has physically damaging effects on the person(s) involved in the intonation, at least half of which is treated as precision damage.
 

General Combat Maneuvers

  Ambush
  • Surprise Sneak attack. Players must roll Dex+Steath against enemy Perception + Awareness. If attacker overcomes defender, they are able to attack the enemy for free with bonus Precision damage equal to any additional successes on the roll. If tied, the attacker attacks first, but the opponent can perform a defensive reaction. On the defender succeeding, they are alerted to the player character's presence and combat begins as normal.
Blind fighting/firing
  • Melee: Increase difficulty by 2
  • Ranged: Players must succeed at a Perception + Awareness roll to be able to attempt an attack with a difficulty of +3
  • Certain spheres or passive abilities negate this effect
Flanking
  • Flanking an opponent gives the flanking units one additional attack dice, with the unit attacking from behind two additional dice.
Targeting
  • When attacking, players can choose to target enemies or enemy weapons. This has increased difficulty, but with increased benefits, some of which are at the discretion of the Storyteller. The bonus damage is treated as Precision damage, and bypasses all forms of cover or armor if successful
  • Medium (+1 difficulty, +1 damage dice) -Example: Arm or Weapon
  • Small (+2 difficulty, +1 precision damage) -Example: Hand or Head
  • Precise (+3 difficulty, +2 precision damage) -Example: Eye, Lock or Heart

Defensive Combat Maneuvers

  Block
  • Deflect attacks with limbs/body. Players roll Dex+Grits to deflect the attack. This can be used to deflect other kinds of attacks with additional training and/or equipment, at the Storyteller's discretion. This restores 1 AP on successful block.
Dodge
  • Requires space and for players to roll a Dexterity+Evasiveness roll. Dodging ranged attacks requires cover or dropping prone (Targeted Form abilities require cover), dodging melee attacks requires moving out of the reach of the attack, and dodging AoE attacks requires moving out of the range of the AoE. This cuts into the total movement for the match, and cannot be done if the player has moved their maximum possible movement this round without a difficulty penalty of 2. This restores 1 AP on successful Evasion.
Parry
  • Blocking an attack with weapon requires a Dex + Martial Arts roll. If the result overcomes an attack's roll, the defender can attack back with a bonus to damage equal to the number of additional successes. This restores 1 AP on successful counterattack, and if the player takes a -1 penalty on the blocking roll and succeeds, restores 1 AP on successful block as well.
Desperate Defense
  • Spend your entire turn blocking as per the block action. Roll full dice pool against attacks that reduce by 1 dice per attack against multiple attacks. Use of AP as part of this move reduces the penalty to 1 per two attacks.
Guard
  • Guarding requires a roll of (Stamina+Concentration). Use your Reinforcing Gem or Protection Gem to create a defensive Barrier deflecting physical attacks and energy attacks that can be soaked by your armor's gem type. This cannot be done if the gem is already activated to improve one's Armor Soak, and it cannot do so for one round after this effect ends. The player can maintain this effect over multiple rounds with Ambiance points. Does not restore AP on hit
Hi-Guard
  • Roll Stamina and use up your AP to massively increase the Soak pool by 2 per every success, pushing the limits of your reinforcing gem to gain 2 soak per success, with AP automatically treated as success against all damage that is non-Majykal. You cannot use your Reinforcing Gem/Protection gem for the next 3 rounds unless the player performs a Retain Roll at normal difficulty.

Normal Close Combat Maneuvers

  Clinch
  • Clinch is essentially a grab and squeeze technique. Player must roll a Strength + Grit check to successfully grab at normal difficulty, with the damage roll equal to their strength. Automatically does damage until grip is broken with an opposed Strength + Grit roll. Can be done as part of a successful attack roll.
Close
  • Close is a maneuver that allows the wielder of this technique to bypass the reach of another enemy's attack to perform their own attack. The player must overcome the enemy's potential attack by rolling a Dex+Evasiveness to evade their attack as they move to pass it. If they succeed, they can attack without a hitch. If they tie, they attack with a penalty of -1 dice to hit. If they fail, they are hit as they go in to attack with a penalty of -2 dice to hit unless they Abort the attack (Roll of Willpower against Difficulty 7)
Disarm
  • Players must roll a Strength + Grit/Martial Arts roll at a +1 difficulty to attack the weapon. If this maneuver succeeds, roll their damage vs the opponent's Strength roll. If that maneuver succeeds, they are disarmed.
Hold
  • Hold is a maneuver intended to simply restrict rather than damage the target. Player must roll a Strength + Grit, with a +1 Difficulty. Successful attack immobilizes the target until the target rolls more successes than the attacker in a Strength + Grit roll
Kick
  • Represents any kind of Kick attempt. Player must roll Dex+Martial Arts at a +1 difficulty, with a +1 to the damage they deal in their strength roll. Can be modified by the Storyteller based on the kind of kick.
Sweep
  • The player sweeps the enemy off their feet with their weapon. Players must roll a Dex + Grits/Martial Arts at a +1 Difficulty, dealing a Strength damage roll. This attack knocks enemies down prone upon successful hit.
Tackle
  • The player charges an enemy with all of their strength. Players must roll a Dex + Grits with a +1 difficulty, dealing a Strength Damage roll +1. Upon being hit, both combatants must roll a Dex + Athletics roll at a +1 difficulty or fall prone. Even if they succeed at this save, the one struck is rendered unbalanced and takes a +1 difficulty penalty to all actions for a full round.
 

Normal Ranged Combat Maneuvers

  (Please note that all ranged combat maneuvers use ranged weapon rolls which are purely weapon reliant)   Aiming
  • Represents the player focusing on their attack for an entire round, increasing the to-hit and damage dice by 1 per turn spent aiming. This can be done up to the player's Perception in dice. Possessing a scope of some kind increases the overall attack dice by 2 on the first turn spent aiming, and increases the maximum number of Aiming dice by 2. Aiming at an enemy who is moving faster than a walk is impossible without a Aspectral-power-imposed Mark or some other luminescent marking device.
Automatic Fire
  • Represents the firing of an automatic weapon. Increases the dice pool by 10 but increases the difficulty by 2. Any successes past the first add to the damage pool. The player cannot focus their attack to target an area specifically with this attack. Obviously this is only available to weapons capable of firing automatically (a rare but deadly style of weapon)
Cover
  • Hiding behind an object large enough to obscure part or all of your body increases the difficulty hit by up to 3 (when only the head of the person is exposed).
Multiple Shots
  • Unless AP is used, this attack falls under the Multiple actions rules up to the maximum amount that this weapon can fire at one time.
 

Specialty Combat Maneuvers

  Certain Martial Arts Backgrounds can adjust the nature of preexisting combat maneuvers to reflect a different style of combat. These changes are reflected in the details of the Martial Arts Combat Background Information, as well as the point where these maneuvers are unlocked for the player. In the case of those instances, the Martial Arts Background Dice replace that of the Martial Arts/Ranged Arts/Concentration Abilities in the normal combination of Attribute + Ability.    

Aspectral and Class Combat Maneuvers

  Martial Arts Maneuvers (STR)
  • Wide Cleave

    Name
    Wide Cleave
    Description
    The character attacks in a cone attack striking an enemy unit in melee range and those beyond the target in a cone shape. This cone increases in size if the attacker is wielding a Reach weapon. The player rolls to hit the target unit and enemies immediately behind them under the multi-attack rules, with each five foot iteration beyond that hitting with an additional penalty. Roll Strength + Martial Arts + Highest points in associated class [SKR/BWK] in dice
    Complexity
    4
    Type
    Martial
    Accuracy
    Dex+Martial+Highest Associated class sphere points[SKR, BWK]. Regular multi-strike rules apply unless AP is consumed. which reduces to -1 per enemy struck (an additional -1 for increased distance) .
    Damage
    Deals normal weapon damage to all within AoE, chance of riders affecting those hit reduces per -1 distance in cone.
    Area
    Cone from target unit reaching 2 squares beyond the target, increasing by 1sq per 3 relevant class levels [SKR/BWK]
  • Spin Strike

    Name
    Spin Strike
    Description
    The character performs a swing at all units nearby. While the player's roll to attack has a below normal hit dice, the single roll accounts for all units within range. However, the resulting damage is lower than normal as a result. Player must roll Strength+Martial Arts + Highest associated class category [BWK] dice against the complexity of the maneuver
    Complexity
    4
    Type
    Martial
    Accuracy
    Roll to hit with a -2 dice to hit. if the player uses 1 AP, this increases to +1 dice to hit
    Damage
    Deals normal weapon damage + 1 per point in associated classes [BWK]. -2 damage dice per hit against surrounding unit until exhausted, minimum 1 dice.
    Area
    all surrounding squares, extended by 1 sq if using a Reach weapon
Martial Arts Maneuvers (DEX)
  • Weapon Dance

    Name
    Weapon Dance
    Description
    The character attacks all units in a square originating from a point within 5 feet of their location at a slight penalty. if there is an empty space within the square after at least one successful attack on an enemy in said square, the player can chose to end this maneuver landing in said square. Otherwise they return to their starting position. To perform, roll Dexterity+Martial Arts + Highest associated class points [CRL/AGI/SKR] in dice
    Complexity
    4
    Type
    Martial
    Accuracy
    Multi-strike rules apply unless AP is used, reducing it to -1 for every (highest associated class points[CRL/AGI/SKR]) units
    Damage
    Deals normal weapon damage to all within AoE, with a penalty of -2 dice for all riders.
    Area
    3ft Square (edge from threatened area), increasing by 1 square size in per 2 points in associate classes [CRL/AGI/SKR]
  • Pierce Line

    Name
    Pierce Line
    Description
    The character performs a limited range charge where he performs an Athletics check for each enemy square he passes through. If he fails in this technique the charge ends and he stops within one square of the enemy that stopped him, for each enemy passed through (and the enemy where he stops at if that occurs) the player rolls to hit them under the rules of multi-attacking, reduced by the consumption of 1 Action point Players may move up to 1/2 their normal movement speed in this attack. Roll Dexterity + Martial Arts + Highest points in the associated class [AGI]
    Complexity
    3
    Type
    Martial
    Accuracy
    Dex+Martial Arts+highest associated class sphere [AGI]. Multi-action rules apply unless AP is consumed, which reduces to -1 dice per attack
    Damage
    Weapon Damage with all additional weapon modifiers to weapons
    Area
    Straight Line up to 1/2 the player's normal movement speed in squares + 1sq + 2 relevant class points [AGI]
Martial Arts Maneuvers (FLEX)
  • Counter Strike

    Name
    Counter Strike
    Description
    The character enters a state with an increased soak of +1 per point in highest associated class category. When attacked, regardless of whether the attack lands or not, the player can attack the enemy that attacked them so long as they are within range. This is treated as an attack of opportunity as it pertains to all bonuses the player may have to said attacks, but does not prevent the player from taking attacks of opportunity against enemies who pass through their space. Player must roll Strength/Dexterity+Martial Arts + 1 per point in highest associated class category to overcome difficulty.
    Complexity
    4
    Type
    Martial
    Accuracy
    Treated as a Desperate Defense (Stamina+Grit with -1 per enemy attack) unless AP is used, in which case it costs -1 dice per (Highest associated class points[SKR, BWK]) attacks endured
    Damage
    Deals normal weapon damage + Riders
    Area
    Against Melee Attackers (Unless Weapon with the Duality property [Both Melee and Ranged])
  • Covering CounterStrike

    Name
    Covering CounterStrike
    Description
    The character enters a similar state to a counterstrike, except they have a designated area around them under their protection. When an ally within said designated area is attacked, the player instead moves to take the attack at a higher Soak. if their higher AC makes the attack ineffective the attack is negated, unless the attack is AoE, at which point the defended player takes half damage (2 or lower points in the highest associated class) or no damage (3+ points in highest associated class [AUX, BWK]). This can occur a number of times per turn equal to the players total associated class category points, but does not use up attacks of opportunity. Player must roll Stamina/Strength + Martial Arts + 1 per point in the highest associated class[AUX/BWK] to overcome complexity.
    Complexity
    4
    Type
    Martial
    Accuracy
    Falls under multi-action rules unless AP is used, at which point it is reduced by 1 per attack.
    Damage
    Normal weapon damage + all riders
    Area
    All allies within a 6 sq distance from character. Increases width/length by 1 per 4 relevant class levels [AUX/BWK]
  • Strike Line

    Name
    Strike Line
    Description
    The character performs a limited range charge where he performs an athletics check with a bonus for bypassing enemies threat range of attacks of opportunity. Each enemy he passes by where he successfully does this the player rolls to hit them the player rolls to hit them under the rules of multi-attacking, reduced by the consumption of 1 Action point . If attacked successfully with an attack of opportunity he stops there (but still attacks said enemy). Players move up to 1/2 their movement in this attack. Roll Strength/Dexterity + Martial Arts + Highest number of points in associated class [CRL/SKR] in dice
    Complexity
    3
    Type
    Martial
    Accuracy
    Dex+Martial+highest associated class sphere [CRL/SKR]. Multi-action rules apply unless AP is consumed, which reduces to -1 dice per attack
    Damage
    Deals normal weapon base damage with all additional weapon modifiers
    Area
    Straight Line equal to 1/2 the player's regular movement speed
  • Remote Counter

    Name
    Remote Counter
    Description
    This works as Covering CounterStrike, except the player designates a single remote ally. Said ally gains a +1 dice to block or avoid damage for every 1 sacrificed by the player's character (changing to 1+1 per 2 points in associated class categories), and all enemies who attack said character (to a maximum of 1 per point in their associated class) get attacked by the one who initiated Remote Counter with bonus dice to hit and to rider effects equal to the bonus given to allies. Player must roll Dexterity/Intonation + Ranged Arts/Core Points + 1 per point in associated class categories [AUX]
    Complexity
    4
    Type
    Martial
    Accuracy
    Multi-strike rules apply unless AP is used, reducing it to -1 dice for every attack countered. Initial bonus dice = bonus given to ally
    Damage
    Normal weapon damage
    Area
    Any unit who attacks the designated ally within range of player character. Range is 4 square distance from player, increasing by 1 per 3 total class category points
    Melee Aspectral Maneuvers [Close Ranged Aspect Attacks]
  • Infusion Strike

    Name
    Infusion Strike
    Description
    The character hits an enemy at melee with a penalty. Upon doing so, both a regular attack and a power based attack (which must be the default form associated with the ability Source Core without spending AP) occur simultaneously with a penalty to the secondary ability's overall effectiveness. Player must roll Strength/Dex+Martial Arts/Ranged Arts + Highest associated class category [AUX/CRL/ORD] points for the melee attack, and Intonation+Associated Core spheres + Highest associated class category [AUX/CRL/ORD] points for the accompanying aspect attack
    Complexity
    5
    Type
    Martial
    Accuracy
    Normal multi-action penalty (1 AP reduces to a flat -1 to hit for the martial/ranged hit, auto-hit for the aspectral hit on the target if martial , -2 to hit others with aspectral hit)
    Damage
    Normal Weapon Damage, -2 (+1 per 2 points in associated class category [AUX/CRL/ORD] if AP is used) damage dice
    Area
    Melee or Ranged strike, secondary effect variable based on the Form
  • Blast

    Name
    Blast
    Description
    Blasts are a form of Shaping where the elements are manipulated and/or dispersed within a short range of the Shaper. They are mostly defensive in origin, but also represent very close ranged uses of power. Deals Aoe Cone or surrounding damage centered on the player. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [AGI/SKR/BWK] in dice against complexity.
    Complexity
    2
    Type
    Aspectral
    Accuracy
    Roll Perception + Melee Arts against all enemies in the AoE
    Damage
    Deals normal Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)) with bonus damage to enemies in melee range (+2) if the player uses AP to activate the ability.
    Area
    3 square cone/1 square emanation from the player, increasing by 1 square every 3 points in relevant classes [AGI/SKR/BWK]
Ranged Aspectral Maneuvers [Ranged Arts Accuracy]
  • Arc

    Name
    Arc
    Description
    Arcs are forms of Shaping that will 'bounce' the elemental effect created between nearby units, sometimes multiple times between each unit. They can coincide with marks, similar to Targeted Shaping, to have these bounces only affect certain units. Targets an enemy as if with a ranged attack. If successful, targets another enemy in the same vein up to a certain number of targets, stops if it fails to hit. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [AUX/AGI/SKR] in dice against complexity.
    Complexity
    3
    Type
    Aspectral
    Accuracy
    Perception + Ranged attack for the initial strike, -1 to hit dice per unit struck
    Damage
    Deals normal damage (Bonus damage from accuracy + Intonation Roll)), riders dice reduce slightly
    Area
    Targets up to 3 (+1 every 2 relevant class category points[AUX/AGI/SKR]) enemies with the initial enemy within 5 sq range and subsequent enemies within 4 (+1 per 3 relevant class level) squares
  • Projectile

    Name
    Projectile
    Description
    Projectiles are also basic forms of Shaping where the energy or element is gathered and released in a singular, concentrated form. From fireballs to giant boulders, Projectiles are simple and straightforward methods of manipulating the elements. Deals AoE damage from a 5ft square targeted location. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category [SKR/ORD] points in dice against complexity.
    Complexity
    3
    Type
    Aspectral
    Accuracy
    Roll Perception+Ranged Arts -2 to hit AoE enemies around the unit (Negated by AP cost). Damage can be mitigated by player's reactive actions
    Damage
    Deals normal Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)), AoE damage is 2 less (total damage increase by 1 per 2 points in associated class [SKR/ORD] with AP cost), minimum 1
    Area
    AoE of 1sq around target square (increase by 1ft per 2 points in associated classes[SKR/ORD]).
  • Rain

    Name
    Rain
    Description
    A Rain is a swarm-like Shaping emanating from around the environment within a certain range, dealing heavy damage to those struck. Its wide range and strong effect is weighed down by the ability for it to miss entirely and the heavier drain of energy required to perform it. Creates an AoE where all units within must save as if against a ranged attack for a number of turns. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category [CRL/ORD] points in dice against complexity.
    Complexity
    4
    Type
    Aspectral
    Accuracy
    Roll Perception + Ranged Arts +1 dice. no penalties for multi-hitting, increased difficulty (+2) for enemies to dodge with AP cost, otherwise at a slightly lower difficulty
    Damage
    Friendly fire ability, deal half regular Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)) + 1 per 2 relevant class levels [CRL/ORD]
    Area
    2 square AoE, increases 1sq every 5 class points, hits units above the ground, lasts 3 rounds +1 per relevant class category point [CRL/ORD]
  • Swarm

    Name
    Swarm
    Description
    A Swarm is a form of shaping collecting energy and dividing it into minutiae of swarming projectiles emanating from the Shaper. This is often used to be able to catch enemies unawares, cover for other techniques, etc. Creates a swarm of projectiles in a direction, striking all enemies in a massive AoE for low damage. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [AUX/AGI/ORD] in dice against complexity.
    Complexity
    3
    Type
    Aspectral
    Accuracy
    Roll for up to 4(+1 every 3 relevant class levels[AUX/AGI/ORD]) enemies within a certain width AoE of a targeted direction. Treated as if firing an automatic weapon with multi-action penalties unless AP is used, otherwise -1 dice per 2 units.
    Damage
    Deals half Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)) per projectile. Number of projectiles is determined by number of successful Intonation rolls in this damage roll +3. Enemies can be struck more than once if the number of projectiles exceeds double the number of enemies in the area, up to 1/2 (rounding down) of the total projectiles for a single target
    Area
    Width of 3 squares + 2 for every 3 relevant class levels[AUX/AGI/ORD], hits units above the ground
  • Trigger

    Name
    Trigger
    Description
    Tiggers are brief releases of near-raw primordial energy that trigger an elemental effect upon collision with objects or enemies, a form of Shaping based more on reaction than action. This is normally an advanced skill that requires the ability to at least Glimpse to obtain, and as a result, can be very hard to counter or evade. Creates an AoE from a select shape of the player's discretion (Can function as a Projectile, Burst or Zone in terms of triggering shape) . Each enemy struck creates a minor AoE effect around them as if struck by a projectile. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [AUX/SKR/BWK] in dice against complexity.
    Complexity
    5
    Type
    Aspectral
    Accuracy
    Intelligence + Ranged Arts to hit. difficulty to react increases by 2 when AP is used. Upon being hit, the secondary effect automatically hits the enemy and all surrounding enemies, even if not affected, must roll another reaction to evade that damage
    Damage
    Regular Aspectral Damage (ADMG = (Number of successes - Botches) + Intonation Roll)) +1 per two relevant class category levels [AUX/SKR/BWK]
    Area
    AoE akin to Wave, Burst, or Blast, secondary AoE equal to a 3 square surrounding the hit target.
Focused Energy Aspectral Maneuvers [Concentration Accuracy]
  • Blindside

    Name
    Blindside
    Description
    Blindside forms of Shaping are surreptitious forms wherein the Shaper creates all the elements of the Shaping remotely and then activates to hit the enemy from their blind spot. These forms of Shaping will always land a critical hit, but have a high chance of missing if they are noticed ahead of time. Thus it is considered an advanced form of shaping. Targets a line perpendicular to any line emanating from the player character. All units in this line must make a reflex save or take heavy damage and guaranteed status effect. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points in dice against complexity.
    Complexity
    5
    Type
    Aspectral
    Accuracy
    +2 to rider effect Difficulty, +3 to reaction difficulty if the targeted unit is unaware of the wielder's presence, -3 if they are aware. +2 difficulty for player success.
    Damage
    Full Normal damage (ADMG = (Number of successes - Botches) + Intonation Roll)) + 1 per total class category point
    Area
    3 square line, increases by 1 sq in length every 2 relevant class category points. Effect targets all squares and increases in width by 1sq ft every 4 relevant class category points [AGI]
  • Burst

    Name
    Burst
    Description
    A Burst is a form that forms a simple instantaneous elemental explosion or series of minor explosions at a remote location. While there may be secondary effects from that, a Burst never provides more than a single instance of heavy damage. Creates an instant AoE where all units must react or take increased damage. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points in dice against complexity.
    Complexity
    2
    Type
    Aspectral
    Accuracy
    Players Perception + Concentration vs enemy units Reaction action. Otherwise unavoidable
    Damage
    Deals half Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)), Full if used with AP. Even damage across the entire AoE
    Area
    4q AoE, increases by 1sq every 3 relevant class points [AUX/SKR/ORD]
  • Link

    Name
    Link
    Description
    A Link thread form represents the binding or tethering of one or more units to each other or to a location. This bond can have up to two of the following conditions applied to it: An effect applied upon the link's creation, an effect applied while the link is established, an effect applied when the link is stretched, and an effect applied when the link is broken. This is established upon creation of the ability by the creator of said ability. Any additional condition added to the link further increases the complexity by 1 per additional condition beyond 2. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points in dice against complexity.
    Complexity
    4
    Type
    Aspectral
    Accuracy
    Intelligence + Concentration to bind all enemies in the established area. Players already bound must make individual soak checks against damage dealt by being linked or stretching the link. Players can guard against the damage or avoid the damage from linking but only dodging can avoit the link itself.
    Damage
    Damage from being linked is consistently equal to 1+1 every 3 total class category points (2+1 if it comes from stretching the link). Damage from establishing or breaking the link is equal to half Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)).
    Area
    Initial link zone 3 square AoE +1sq per 3 relevant class category points [AUX/CRL/BWK/ORD]
  • Persist

    Name
    Persist
    Description
    This form of Shaping is also fairly simple, a persistent concentration of a phenomenon in an area that can effect (negatively or positively) those within. It could be a miasma that poisons enemies, or a light that periodically heals, but regardless it tends to function the same way, lingering for a lengthy period of time, even slowly moving or expanding, while affecting all within. Creates a long lasting AoE where units take low but increasing damage if they remain and are subjected to high status effect checks if they pass through. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points in dice against complexity.
    Complexity
    3
    Type
    Aspectral
    Accuracy
    Perception + Concentration against all enemies in the area upon activation, enemies who linger automatically get hit without some method of self-protection
    Damage
    Deals 1 damage on all units that remain in this space. Unless defensive measures are taken, this damage bypasses Soak. Increases by 1 every 3 (-1 per 2 relevant class category points[AUX/CRL/AGI/ORD]) turn if AP is used)
    Area
    3 square AoE, increases by 5 ft every 7 levels, creator can drift the area by 5ft (+1 every 5 levels) with suceeding an Intelligence + Concentration roll or spending AP, lasts 3 rounds +1 per 3 points in relevant class categories[AUX/CRL/AGI/ORD]
  • Semi-Autonomous

    Name
    Semi-Autonomous
    Description
    This very advanced form of Thread occurs when a shaping array is structured in such a complex way that it can be remotely controlled. Intelligence + Concentration allows for a number of simple commands and actions to be dictated to it in its creation (Minimum 2), outside of which it will do nothing but cost willpower or maintain points for its upkeep. As such it is a rare ability outside of certain specific Aspectral powers. The semi-autonomous construct has its own health pool equal to half and increasing up to the normal amount of health of a regular unit at class point 5 and 1.5 that at class point 10. It also is capable of being used as a catalyst for the player's other forms, though this causes an additional maintain point to keep the energy within the construct from fueling the attack itself. Past class point 5, the amount of maintain points needed to perform this maneuver reduce by 1 per class point (needed once every 2 attacks, 3 and so on). Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [CRL] in dice against complexity.
    Complexity
    5
    Type
    Aspectral
    Accuracy
    The construct's attacks are treated as if done from a unit with 2 in all stats + 1 at 4 and 6 total class levels and skills for the purpose of accuracy.
    Damage
    Deals damage based on the above stats + 1/2 of Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)).
    Area
    Determined on creation based on the makeup of the semi-autonomous construct.
  • Trap

    Name
    Trap
    Description
    A Trap is a form of Aspectral Power that is initially inert when placed in a location. Upon the presence of simple triggers such as vibrations, the trap activates, creating a large and potent effect to all enemies within. Creates a trap that triggers upon enemy approach with conditions set, providing damage and effects to all within the trap's AoE range. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category [CRL/AGI] points in dice against complexity.
    Complexity
    4
    Type
    Aspectral
    Accuracy
    Intelligence + Concentration to set up conditions. +1 dice per two relevant class category points[CRL/AGI] to hit if the enemy is unaware, increasing by +2 if AP is consumed
    Damage
    Deals normal Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)), unaware units cannot perform a defensive action against traps, aware units can.
    Area
    1 square trap location, 3sq trigger and effect AoE centered on the trap location, trigger and effect AoE increases by 1sq every 3 relevant class category points [CRL/AGI], lasts 1 minute per class category point
  • Verticus

    Name
    Verticus
    Description
    A Verticus (Plural: Vertici) is a form similar to a wave, except emanating from a surface, separate from the Shaper themselves, such as the ground, sky, or any other location not near the Shaper. Because of this, these sort of Shaping abilities can deal immense destruction in a concentrated area. Targets a square where enemies on the ground take additional damage in an AoE (negated by a reactive response) but enemies in the air take a devastating hit. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [CRL/AGI] in dice against complexity.
    Complexity
    3
    Type
    Aspectral
    Accuracy
    Target square, Player rolls Perception + Concentration
    Damage
    Enemies take 2 dice increase of normal Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)), but the damage is always negated by a successful defensive reaction with a -2 difficulty on grounded targets and a +2 difficulty on Airborne targets. All targets below 60 ft (but not on the ground) take the bonus damage in a way that bypasses soak and must make an additional stabilizing reaction or fall prone to the ground to take fall damage.
    Area
    Single target square, increases by to 2 sq AoE at 5 class points and 3sq AoE at 10 total class points, vertical default of 10 yards high + 10 every 2 relevant class points [CRL/AGI].
  • Zone

    Name
    Zone
    Description
    Zones are a form of Shaping exclusively focused on manipulating the elements within a designated and given space. Once the Shaping Array has been implemented and the energy applied, the effects of this form of Shaping will tend to continue uninterrupted unless its core energies are disrupted. Deals variable AoE damage over the course of multiple rounds centering on a large area. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [CRL/SKR/BWK/ORD] in dice against complexity.
    Complexity
    3
    Type
    Aspectral
    Accuracy
    Perception + Concentration against all enemies in the area, enemies can react to reduce/negate damage (Using AP increases difficulty)
    Damage
    Deals normal Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll))
    Area
    4 square AoE increasing by 1 square size every 3 relevent class category points [CRl/SKR/BWK/ORD]
  • Zone Wave

    Name
    Zone Wave
    Description
    Zone Waves are a form of Shaping where the effects of a zone are simplified, but repeated over a set distance from each other in a designated direction. This can result in waves of miniature explosions, lightning bolts, or other phenomenon that can be directed at individuals or groups of people. Targets a short line or cone effect that continues to move in the direction directed every round up to 3 rounds. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [CRL/SKR/ORD] in dice against complexity.
    Complexity
    4
    Type
    Aspectral
    Accuracy
    Intelligence + Concentration to hit, +1 difficulty per 3 relevant class category points [CRL/SKR, ORD] for enemy reactions against the attack
    Damage
    Normal Aspectral Dmg(ADMG = (Number of successes - Botches) + Intonation Roll))
    Area
    15ft line or cone, increases line width by 10 and all length by 5 every 3 relevant class category points [CRL/SKR/ORD]
    Condition-Built Aspectral Maneuvers
  • Simulte

    Name
    Simulte
    Description
    The Simulte thread form is similar to the Reactive thread form, but centers around an ally or allies rather than a specified area. For the next three rounds or with a cost of a Maintain point, if certain conditions are met in this area, an effect happens. The conditions and effect are determined ahead of time by the player in advance, generally 1 condition and 1 effect. If the condition or effect is itself complex, the overall complexity increases by 1. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [AUX/SKR] in dice against complexity.
    Complexity
    4
    Type
    Aspectral
    Accuracy
    Intelligence + Concentration to hit, +1 difficulty per 3 relevant class category points [AUX/SKR] for enemy reactions against the attack unless they are no longer in the area of the effect
    Damage
    Deals half Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)) if it deals damage at all. If not (such as if it applies a defensive effect) the effect functions at a number equal to the number of associated class category points [AUX/SKR], to a maximum of 5.
    Area
    Targets 1 Ally + 1 every two associated class category levels [AUX/SKR]
  • Preepmtive

    Name
    Preepmtive
    Description
    This Thread form centers around preparing an energy nexus in advance that is triggered by one or more action determined by the wielder, gathering more energy into its final effect from the trigger. The array is usually player-centered, and as such can be hidden from view by those who use Glimpsing and SageSight unless they have specialized in its creation. The number of rounds and the condition or conditions that trigger this are determined upon creation, up to a maximum number of rounds equal to 1/2 of the player's total class category points (rounded up). Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category [AUX/AGI/BWK/ORD] points in dice against complexity.
    Complexity
    5
    Type
    Aspectral
    Accuracy
    Perception + Concentration against all enemies in the area of effect upon activation
    Damage
    Deals half Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)) + 1 per successful trigger per round(increases to 1 per every 3 total class category points, minimum 1, if AP is used), or an effect which pulls from the same number
    Area
    Location selected upon activation. Treated as a Burst/Blast/Wave as player chooses starting from that space. Can share the space with an ally
  • Reactive

    Name
    Reactive
    Description
    A Reactive Form thread is similar to a trap in that is initially Inert. However, while enemies are within its reaction zone, certain actions taken or received by them will cause it to emanate an additional effect on them, others, or all units in the area. Targets a wide area. For the next three rounds or with the cost of maintain, if certain conditions are met in this area, an effect happens. The conditions and effect are determined ahead of time by the player in advance, generally 1 condition and 1 effect. If the condition or effect is itself complex, the overall complexity increases by 1. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category [CRL/BWK/ORD] points in dice against complexity.
    Complexity
    4
    Type
    Aspectral
    Accuracy
    Intelligence + Concentration to hit, +1 difficulty per 3 relevant class category points [CRL/BWK/ORD] for enemy reactions against the attack
    Damage
    Deals half Aspectral damage (ADMG = (Number of successes - Botches) + Intonation Roll)) if it deals damage at all. If not (such as if it applies a defensive effect) the effect functions at a number equal to the number of associated class category points [CRL/BWK/ORD], to a maximum of 5.
    Area
    3 square AoE, increases by 1sq every 2 associated class category points for the targeting area. Effect targets square and increases in AoE +1sq every 3 associated class category points [CRL/BWK/ORD]
  • Structure

    Name
    Structure
    Description
    Structures are persistent creations formed through Shaping the elements. They tend to perform various additional reactions based on their purpose. Energy structures are subconsciously maintained by the Shaper, and can be destroyed either directly, or knocking out the person who created them. Creates a structure in a 5ft square that creates an AoE effect automatically or when triggered around itself. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category [AUX/BWK] points in dice against complexity.
    Complexity
    3
    Type
    Aspectral
    Accuracy
    Intelligence + Concentration to hit and set conditions, +1 difficulty per 3 relevant class category points [AUX/BWK] for enemy reactions against the attack
    Damage
    Creates a construct with half a units normal health + 1 per 3 class levels that affects an area around it. Damage is as normal (ADMG = (Number of successes - Botches) + Intonation Roll))
    Area
    5 square AoE, increases by 1sq every 5 total class category points
  • Flow

    Name
    Flow
    Description
    For a number of Aspectral Powers, creating Flows is one of the most basic methods of manipulating the elements of the world. Flows involve the movement of energy, force, or material along a path that is either generated in the moment (mostly through the motion of the body) or predetermined (through a Shaping Array). In any case, it involves a prolonged flow of these elements, resulting in a continuous force or push of these elements. Player creates a non closed path of extremely difficult terrain for enemies. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points in dice against complexity.
    Complexity
    2
    Type
    Aspectral
    Accuracy
    Easier to apply rider effects with a slight increase (+1 dice) doubled with AP cost, guaranteed to hit all units passing through or who are in the area.
    Damage
    Targets a set path of squares. Once selected, this path is occupied with flowing elements, in damage and difficulty passing through for enemies passing through it(Movement reduced by 1/2 (2/3 if AP cost), with reduced but consistent damage (1+(intonation roll/2))
    Area
    4(+1 every 3 relevant class category points[AUX/CRL/BWK/ORD]) squares, lasts 2 rounds per 2 relevant class categories
  • Mark

    Name
    Mark
    Description
    Similar to Targeted, this Thread Form creates a visible array latched upon a location or an opponent, applying various effects upon additional hits to the mark or enemies who have been marked when the mark is triggered. If noticed, the form can be purged with a Perception + Grits or Perception + Energy Sensitivity roll that they must use to overcome the complexity of the mark + 1. The mark must either be placed on the location ahead of time or be applied as a rider in another formed skill, circumventing all other riders in the process. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category points [AUX/CRL/AGI] in dice against complexity.
    Complexity
    3
    Type
    Aspectral
    Accuracy
    Anyone with the mark directly upon their person gets no save but can brace against the energy it produces (A bonus to Soak equal to 1 + 1 every 3 total class category points) )
    Damage
    The damage that is dealt is 1+1 per 3 associated class category [AUX/CRL/AGI] points up to a maximum of 4 (6 if AP is used)
    Area
    Deals damage to the unit only, includes all surrounding units in a 1sq radius at and past 5 total class category points
  • Targeted

    Name
    Targeted
    Description
    Targeted forms of Aspecteal power require the targets to be marked in some way for them to be most effective, either through concentrated focus (Perception + Concentration) or through some sort of elemental signature placed on them or analyzed on them (Perception + Energy Sensitivity). Once marked, the wielder of this power gathers energy to create an effect that either emanates from, or homes towards, those targeted. Roll the necessary Elemental Spheres (with additional sphere points if possible for power) + 1 per associated class category [AUX, AGI, CRL, SKR] points in dice against complexity.
    Complexity
    2
    Type
    Aspectral
    Accuracy
    Once an enemy is marked, the only method of avoiding damage is to move under cover. Using AP adds a Perception + associated class category [AUX/AGI/CRL/SKR] check to determine the number of enemies that can be targeted at once (Minimum of 2)
    Damage
    The damage of targeted abilities is minute, as they are better suited to apply status effects rather than to deal damage. The damage that is dealt is 1+1 per 3 associated class category points [AUX/CRL/AGI/SKR] up to a maximum of 4 (6 if AP is used)
    Area
    None, only targeted unit(s)
Complex Aspectral Maneuvers
  • Chain

    Name
    Chain
    Description
    A Chain Thread is an internalized sequential combination of two or more other forms. This can be done either to increase the potency of one of the forms (Example, creating an Arc that will guarantee units are bound to a set location with a Link even if they are beyond the normal range), or spread damage over a larger series of targets (Creating a Zone following a Link that pulls enemies into it). Any character capable of creating more than one Thread ability is capable of Chaining Threads together. The rules are as follows:
    • The complexity of the ability is equal to the sum of the individual Thread forms divided by 2 (rounding up) +1. This resulting number is not reduced by AP as normal unless the resulting ability is formally Woven and Mastered by the character who uses it.
    • The damage of the ability must sum to a maximum of normal Aspectral Damage (ADMG = (Number of successes - Botches) + Intonation Roll)), but may be enhanced by sacrificing damage, accuracy or area in one form or another.
    • Any conditions can be made more complex by sacrificing accuracy, area or damage for additional complexity without normal penalty, such as adding more effects to a Link effect.
    • The area of effect for each ability can be enhanced or reduced as the above.
    • All of these elements are subject to negotiation with the Storyteller.
    Complexity
    5
    Type
    Aspectral
    Accuracy
    See above
    Damage
    See above
    Area
    See above
 

Combat Conditions

  Blinded - +2 Dice against a blinded opponent, +2 difficulty against a blinded opponent, certain special abilities negate these penalties.   Dazed - Applied if the unit takes health damage greater than their Stamina in a single turn (through all forms of damage mitigation). They must take an entire turn to shake off the effects of the attack, essentially being forced to skip it. This can only be mitigated through an ally's assistance, which varies depending on the nature of the attack.   Immobilized - An enemy who is immobilized but able to struggle (such as being entangled) gains an additional 2 Dice against all attacks against them. An enemy who is immobilized but unable to struggle (such as being fully paralyzed) is automatically hit by all attacks.   Knocked Down - When undergoing an attack that would knock them down, the player can roll a Dexterity+ Athletics check to get back up immediately without spending an action but with their initiative reduced for their next turn by 2. If they fail, they must spend an action to get up. If the roll is botched, they take direct bludgeoning damage upon falling. Attacks against a prone enemy gain an additional damage dice, and the prone unit takes a dice penalty of 2 for all melee attacks when prone unless they have a martial sphere which specifically states against this.

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