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 |