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Basic Miscellaneous Information



Distance

  • Distance is measures in units
  • 1 unit is equal to 1 meter (~3 feet)
  • Movement Speed Modifier equates as moveable distance in meters

Rounding Down

  • When dealing with calculations, a general rule of thumb is to assume that all fractions are rounded down.

Item Creation

  • [Durability] on creation equal to 1d100 roll (unless otherwise stated)

Over Time Effects

  • Heals ([HOT]): tick at the start of a turn
  • Damage ([DOT]): ticks at the end of a turn

Gravity and Falling

Falling info

  • “Moving from a higher to a lower level, typically rapidly and without control.” (Oxford dictionary)
  • Base info
    • If an entity has fallen, for every 5 units (~15.5 feet) it takes 1d10 force/bludgeon.
    • To note:
      • < 5 units = no fall damage
      • 6 units of falling counts as 5 units of falling, 12 units counts as 10 units, etc.
    • At the end of the fall entity can take up to 50d10 damage
  • Other conditions
    • If falling over 50 units entity gain enforced prone
    • If falling over 100 units, entity has a chance to go unconscious upon taking damage at fall’s end.

Gravity Modifiers

Gravity Type High Low
Base Info •   If an entity has fallen, for every 3 units it takes 1d10 force/bludgeon damage
•   To note:
   ◦   < 3 units = no fall damage
   ◦   At the end of the fall entity can take up to 100d10 damage
•   If an entity has fallen, for every 10 units it takes 1d10 force/bludgeon damage
•   To note:
   ◦   <10 units = no fall damage
   ◦   At the end of the fall entity can take up to 50d10 damage
Conditions/ Effects •   If falling over 25 units entity gain enforced prone
•   If falling over 50 units, entity has a chance to go unconscious upon taking damage at fall’s end.
•   If falling over 100 units entity gain enforced prone
•   If falling over 200 units, entity has a chance to go unconscious upon taking damage at fall’s end.
Other •   AP needed for movement speed is reduced by half
•   Jumping height/distance is reduced by half
•   Momentum based damage is doubled
•   AP needed for movement speed is doubled
•   Jumping height/distance is doubled
•   Momentum based damage is halved

Emotional and Non-Emotional rolls

  • Non-emotional
    • With most rolls the aim is to roll high to critical succeed
    • Advantage is the highest result of 2 or more of the same roll
    • Disadvantage is the lowest result of 2 or more of the same roll
  • Emotional
    • With Emotional rolls, the aim to to roll low
    • Advantage is the lowest result of 2 or more of the same roll
    • Disadvantage is the highest result of 2 or more of the same roll

Immunity, Vulnerability, and Fortitude

Damage Condition Emotion
Vulnerability •   +[#] [type] damage per instance of [Type] damage
•   Incoming [Type] Damage increased by 50% or [#]
•   Disadvantage
•   RE: [-#] towards resisting and removing Condition: [X]
•   Positive option never applied
•   Roll disadvantage
Immunity •   Have Immunity towards [Type] damage
   ◦   1 damage per instance
•   Immune towards gaining [Condition, Effect] •   Immune towards gaining [Emotion, SoM]
Fortitude •   -[#] [type] damage per instance of [type] damage
•   Incoming [Type] Damage reduced by 50% or [#]
•   Advantage
•   RE: [+#] towards resisting and removing Condition: [X]
•   Negative option never applied
•   Roll advantage