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Name:
Aukan Kalfu
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Exp:
3500
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Stats:
No stats
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Modifiers:
No modifiers
No modifiers
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Actions:
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Items:
No items
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Notes:
Wounds & Death
Rules## 1. Life States and Hit Points ### 1.1. Unconscious A creature becomes **unconscious** when its Hit Points (HP) reach **0 or below**. ### 1.2. Negative HP If a creature’s HP becomes **strictly negative**, it enters a critical state: - It is at risk of **dying** if no action is taken. - It will suffer a **critical injury** as soon as it is stabilized or healed. - If it remains at negative HP for **175 seconds**, it **dies automatically**. ### 1.3. When a Critical Injury Is Applied A critical injury is applied **exactly when the creature leaves the negative HP state**, meaning when it is: - **Stabilized** via the Support action, or - **Healed** (by any ability, spell, or item that restores HP). --- ## 2. Critical Injury Roll ### 2.1. Variables - **n_wounds**: Number of already existing, not yet healed critical injuries. - **d**: Number of seconds the creature has spent at negative HP (real-time). - **npv**: Absolute value of the negative HP (example: −6 HP → npv = 6). ### 2.2. Roll Formula ``` roll = 1d100 + (n_wounds + 1) * (d + npv) ``` If **roll ≥ 176**, the creature **dies instantly**. If **roll < 176**, consult the critical injury table. --- ## 3. Critical Injury Table | Roll Interval | Test Modifier | Injury | |---------------|---------------|-------------------------| | 1–10 | 0 | Dazed | | 11–20 | 0 | Feeble | | 21–30 | 0 | Exhausted | | 31–40 | 0 | Tired | | 41–50 | 0 | Broken | | 51–60 | −5 | Weak | | 61–70 | −5 | Latterity | | 71–73 | −5 | Strength disability | | 74–76 | −5 | Agility disability | | 77–80 | −5 | Physical vulnerability | | 81–83 | −5 | Intelligence disability | | 84–86 | −5 | Sagacity disability | | 87–90 | −5 | Psychic vulnerability | | 91–93 | −5 | Physical wound | | 94–95 | −5 | Physical weakness | | 96–98 | −5 | Psychic wound | | 99–100 | −5 | Psychic weakness | | 101–110 | −10 | Paralyzed | | 111–116 | −10 | Confused | | 117 | −10 | Amputated (Left Leg) | | 118 | −10 | Amputated (Right Leg) | | 119 | −10 | Amputated (Left Arm) | | 120 | −10 | Amputated (Right Arm) | | 121–125 | −10 | Deaf | | 126–130 | −10 | Mute | | 131–135 | −10 | Blind | | 136–140 | −10 | Coma | | 141–150 | −10 | Bleeding | | 151–175 | −15 | The end is near | | 176+ | / | Death | --- ## 4. Stabilization A creature is stabilized by performing the **Support** action on an unconscious creature. Effect of stabilization: - The creature stops deteriorating. - It receives **a critical injury**, its negative HP is removed, and it returns to **0 HP**. --- ## 5. Healing and Critical Injuries Any effect that **restores HP** to a creature that is unconscious and at negative HP: - Immediately applies a **critical injury**, - Removes all negative HP, - Places the creature at the restored HP value. Example: A healing effect granting +10 HP → the creature goes to **10 HP**. --- ## 6. Treating Critical Injuries There are **two levels** of treatment. ### 6.1. Removing Symptoms (Light Treatment) - Duration: **1 minute** - Test: **Cunning** - Bonus: **+2** - Penalty: the value listed in the table - Effect: Removes the *symptoms* of the critical injury, but the injury **remains** and still counts toward *n_wounds*. - Limit: One attempt **per hour**, per injury. ### 6.2. Healing the Injury (Full Treatment) - Duration: **1 hour** - Test: **Cunning** - Penalty: from the table - Effect: Permanently removes the critical injury; it no longer counts toward *n_wounds*. - Limit: One attempt **per day**, per injury. --- # 7. Examples ## Example 1 — Quick Stabilization The creature falls to **−3 HP** and remains unconscious for **5 seconds** before being stabilized. - n_wounds = 0 - d = 5 - npv = 3 ``` roll = 1d100 + (1) * (5 + 3) roll = 1d100 + 8 ``` If the total roll = 45 → **Broken**. --- ## Example 2 — Late Healing Magic The creature is at **−6 HP** for **40 seconds**, with **1 existing critical injury**. - n_wounds = 1 - d = 40 - npv = 6 ``` roll = 1d100 + (2) * (40 + 6) roll = 1d100 + 92 ``` If the total roll = 150 → **Bleeding**. Then healing brings the creature to the restored HP amount. --- ## Example 3 — Automatic Death After **175 seconds** at negative HP, the creature **dies automatically**, without any roll. --- ## Example 4 — Specific Amputation A roll of **119** results in: - **Amputated (Left Arm)** - Test penalty: −10 --- ## Example 5 — Treating an Injury A creature suffers **Weak** (−5 penalty). **Light Treatment:** - 1 minute, Cunning +2 −5 - Symptoms removed - Injury remains for *n_wounds* **Full Treatment:** - 1 hour, Cunning −5 - Injury is permanently removed --- # 8. Operational Summary - HP ≤ 0 → unconscious. - Negative HP → death risk + future critical injury. - 175 seconds at negative HP → automatic death. - Stabilization or healing → apply critical injury + reset negative HP. - roll ≥ 176 → instant death. - Light treatment = removes symptoms (1 min). - Full treatment = cures injury (1 h). s
Reactions
Rules# Reaction ## Definition A **Reaction** is a type of action that costs **no Action Points (A.P.)** and may only be used **in response to a specific event**. A triggering event is always explicitly defined either in the Reaction’s description or in the action capable of provoking it. Using a Reaction applies a **shared cooldown** that prevents the creature from using **any Reaction ** until this cooldown ends. The cooldown begins **the second the triggering event occurs**, and its duration depends on the Reaction used. Effects and talents may modify this value. Using a Reaction **does not reset** nor remove the A.P. already charged into an ongoing action. --- ## Triggering a Reaction A Reaction can only be used when: 1. A defined triggering event occurs, 2. The event has fully resolved (i.e., its A.P. requirement has completed), 3. The creature is not currently under the shared Reaction cooldown. Reactions cannot be used proactively; they always require a valid event. Certain talents or effects may expand the conditions under which a Reaction can be triggered or may add new triggering events. These modifications are always detailed within the effect. > **Example** > Balthazar leaves Aliena’s melee reach **at the end of second 2**, completing the triggering event > at that moment. > Aliena becomes eligible to use a Reaction such as **Opportunity Attack** at **second 2**. --- ## Shared Cooldown When a creature uses a Reaction, **all** Reactions become unavailable until the shared cooldown expires. - The cooldown begins **the second the triggering event occurs**. - The cooldown may be reduced or increased by certain effects or talents. - In rare cases, reductions may bring the cooldown to **0 seconds**. > **Example** > Aliena uses **Opportunity Attack**, which has an 8-second cooldown. > Triggering event: end of **second 2** → Reaction used at **second 2**. > Cooldown begins at **second 2**, and Aliena becomes eligible to use another Reaction at **second 10**. --- ## Interaction With Ongoing Actions Using a Reaction does **not** interfere with the creature’s current action charging: - A Reaction does **not** consume A.P. - A Reaction does **not** cancel, reset, interrupt, or delay an ongoing action. - The creature resumes charging its action immediately after the Reaction is executed. > **Example** > Calliope is charging an action requiring 5 A.P. > At 3 A.P. charged, an enemy triggers a Reaction opportunity. > Calliope uses the Reaction at the triggering second. > Her previous action remains at **3/5 A.P.**, and she continues charging it without loss. --- ## Key Points Summary - Reactions cost **no A.P.** - They may be used **only** in response to defined events. - Triggering requires the event to be **fully resolved within its second**. - A **shared cooldown** begins the very second the triggering event occurs. - Only one Reaction can be used per triggering event. - Using a Reaction does **not** affect ongoing A.P. charging. - Cooldowns may be modified and can reach **0 seconds**.
Test & Points
Rules## Test Resolution When a creature attempts an action that requires a Test, the player rolls **1d20**. The Test succeeds if the result of the die is **equal to or lower than** the relevant characteristic. A modifier may apply to the characteristic (bonuses or penalties), adjusting the target threshold before the roll. Players are not always informed of these modifiers. --- ## Success Points & Failure Points After rolling the die, compute the **difference**: **Characteristic Value – Die Result** This difference determines the quality of the action: - **Positive value → Success Points (S.P.)** - **Zero → Success with 0 S.P.** - **Negative value → Failure Points (F.P.)** Success Points indicate how well the character succeeds. Failure Points indicate how badly the character fails. > **Formula** > **S.P. / F.P. = Characteristic – Die Result** --- ## Success Points (S.P.) A Test with positive difference generates **Success Points**, representing the degree of accomplishment. Success Points may: - Improve the quality or intensity of an action’s effect. - Unlock stronger or alternative outcomes. - Be consumed by certain abilities or talents to produce additional effects. - Counteract opposing effects or mitigate consequences. Even if the result equals the characteristic, the action succeeds but generates **0 S.P.**. > **Example** > Aliena attempts an Acrobatics Test with a characteristic of **14**. > She rolls **9**. > > S.P. = 14 – 9 = **5** > > Aliena succeeds with 5 S.P., indicating a strong, precise execution. --- ## Failure Points (F.P.) If the die result exceeds the characteristic, the Test fails and produces **Failure Points**. Failure Points indicate the severity of the failure. A mild failure may have minor effects, while a high F.P. result may trigger penalties or allow opponents to react. Failure Points may: - Trigger enemy Reactions (e.g., when an action is “too poorly executed”). - Scale negative outcomes of the action. - Influence tactical or narrative consequences. > **Example** > Balthazar attempts an Athletics Test with a characteristic of **11**. > He rolls **17**. > > F.P. = 11 – 17 = **–6** > > Balthazar fails the Test with 6 F.P., potentially giving an opponent an opportunity to react. --- ## Modifiers Effects may apply bonuses or penalties to the characteristic: - **Bonuses** increase the characteristic, improving the chance of success and potential S.P. - **Penalties** reduce the characteristic, making failure and high F.P. more likely. Players may not always be informed of modifiers, meaning an apparent failure may actually succeed—and vice versa. > **Example** > Calliope attempts a Psychology Test with a visible characteristic of **12**, but secretly benefits > from a +2 bonus. > She rolls **13**. > > The Test appears failed, but the real threshold is **14**, making it a success with **1 S.P.**. --- ## High Characteristics Rarely, a characteristic may exceed the die’s maximum value (above 20). In this case: - The creature automatically succeeds on the Test. - The roll still determines the **number of S.P.**. - Penalties may still reduce the characteristic to a point where failure becomes possible again. > **Example** > Demilio has a Perception characteristic of **23**. > He rolls **12**. > > S.P. = 23 – 12 = **11** > > The Test is automatically successful, but the S.P. still define the quality of the outcome. --- ## Key Points Summary - Roll **1d20** for any Test. - Success if **die ≤ characteristic**. - **S.P. = positive difference**; **F.P. = negative difference**. - Result equal to characteristic → **0 S.P.** - Modifiers apply to the characteristic, not the die. - Players may not always know the modifiers. - Characteristics above 20 guarantee success but still produce meaningful S.P. - S.P. and F.P. influence additional effects, triggered reactions, and outcome scaling.
Price negotiation
Rules# Price Negotiation ## Overview A character may attempt to negotiate the price of a transaction (buying or selling) by requesting a modification of **X%**. To do so, the character makes a **Psychology Test**. This Test determines whether the negotiation succeeds, fails, or partially succeeds, and how the price is adjusted. An item or group of items may only be negotiated **once**. --- ## Negotiation Test When a player character (PC) asks to modify a price by **X%**, they must make a **Psychology Test**. Let **S.P.** be the Success Points obtained on the Test. Negotiation outcomes are determined by comparing S.P. to the following thresholds: - **X/4** - **X/2** Because S.P. is always an integer, fractional thresholds naturally fall between integer values. --- ## Negotiation Outcome Table | Condition | Outcome | |-----------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------| | **Test failed** OR **S.P. < X/4** | Price remains unchanged. The merchant may also react narratively depending on the GM’s interpretation (e.g., refusal to continue bargaining), but the price does not increase. | | **X/4 ≤ S.P. < X/2** | Partial success. The price is modified by **S.P.%**. | | **S.P. ≥ X/2** | Full success. The price is modified by **X%**. | A negotiation never exceeds the initial requested percentage X%. Negotiation applies to **both directions**: - Reducing a purchase price, - Increasing a selling price. No Test is needed when a PC suggests a disadvantageous negotiation (e.g., selling for less, buying for more). --- ## Examples ### Partial Success Example Aliena wishes to buy a magic dagger from **George** the merchant. She asks for a **20% reduction** (X = 20). She rolls a Psychology Test and obtains **6 S.P.**. Thresholds: - X/4 = 5 - X/2 = 10 Since **5 ≤ S.P. < 10**, she achieves a **partial success**. > **The price is reduced by 6%.** George grudgingly accepts the compromise. --- ### Full Success Example Balthazar wants to sell rare materials to George and asks for a **12% markup** (X = 12). He rolls and achieves **7 S.P.**. Thresholds: - X/4 = 3 - X/2 = 6 Since **S.P. ≥ 6**, he achieves a **full success**. > **The selling price increases by 12%.** --- ### Failed Negotiation Example Calliope tries to negotiate a **15% reduction** on potions. She rolls and obtains **2 S.P.**. Thresholds: - X/4 = 3.75 - X/2 = 7.5 Since **S.P. < 3.75**, the negotiation fails. > **The price remains unchanged.** George becomes annoyed and refuses to negotiate further today, though he does not raise his prices. --- ## Key Points Summary - The PC requests a price modification **X%**. - Make a **Psychology Test**. - Compare S.P. to **X/4** and **X/2**. - **S.P. < X/4** → price unchanged. - **X/4 ≤ S.P. < X/2** → price modified by **S.P.%**. - **S.P. ≥ X/2** → price modified by **X%**. - Applies for buying and selling. - No Test is needed for a disadvantageous proposal. - A given item or batch can be negotiated only once. - GM may apply narrative consequences, but failure never increases the price.
Complex action
Rules## Definition A **Complex Action** is any action marked with an asterisk “*” in its name or description. Complex Actions require a high degree of focus and stability from the user and therefore interact differently with movement and opportunity attacks. Complex Actions can be **any type of actions, including Reactions**. --- ## Opportunity Attacks Against Complex Actions When a creature completes a Complex Action, all hostile creatures capable of performing an * *Opportunity Attack** (i.e., within reach, with Reaction and cooldown available) may choose to do so. - The trigger occurs **once**, **exactly when the Complex Action finishes**. - A hostile creature may perform **only one** Opportunity Attack for this completion, even if the action took several seconds to charge. > **Example** > Aliena completes a Complex Action requiring 3 A.P. > At the moment the action ends, Balthazar (who has his Reaction available) may perform an > Opportunity Attack against her. > He cannot attack her during the charging phase. --- ## Movement Cancels the Charge A Complex Action requires uninterrupted concentration. If the user performs a **voluntary movement action** during its charging process, the Complex Action immediately loses all accumulated charges and is cancelled. Movement before starting the charge or after completing the action has no effect. > **Example** > Calliope begins charging a Complex Action requiring 4 A.P. > At 2 A.P., she voluntarily moves to the side. > The Complex Action is cancelled immediately, and all charge is lost. --- ## Examples ### Completion Trigger Aliena finishes a Complex Spell*. The moment it completes, Balthazar—being within melee reach and having his Reaction available—may make an Opportunity Attack. He cannot attack her earlier during the charging. ### Movement Cancels Charge Calliope starts charging a Complex Technique* requiring 3 A.P. At 2 A.P., she voluntarily moves to the side. The Technique is cancelled and loses all accumulated charge. --- ## Key Points Summary - Any action marked “*” is a **Complex Action**. - Completing a Complex Action triggers Opportunity Attacks **once**, at the moment of completion. - Only one Opportunity Attack per hostile creature may be made for that trigger. - Voluntary movement during the charging cancels the Complex Action. - Movement before starting or after finishing the action has no effect. - Forced movement does not cancel a Complex Action. - Starting another action always cancels the currently charging action unless specified otherwise by another rule.
Rest
Rules## Overview A character may rest in increments of **1 hour**, up to a maximum of **12 hours within a 24-hour period**. Any additional hours beyond this limit have no effect. To qualify as a Rest, the character must avoid any physical activity. Each Rest produces a **Rest Score**, which determines the amount of **HP** and **Flux** regenerated. Higher scores yield better recovery and may grant optional bonuses at the GM’s discretion. A dedicated interface or button handles the final calculation of regeneration using: - The Rest Score - The duration of the Rest (in hours) --- # Rest Score Components ## 1. Thirst (0 → 6 points) - If the character is dehydrated or lacks potable water → **0 points**. - If the character drinks enough fresh potable water → **+6 points**. --- ## 2. Hunger (0 → 6 points) - If the character is hungry or has eaten too little → **0 points**. - Eating enough to be satiated → **+4 points**. - Eating fresh, well-prepared, or high-quality food → **+2 additional points**. --- ## 3. Sleep (0 or 4 points) Sleeping for **6 hours or more** (not necessarily continuous) during the Rest grants: - **+4 points** Sleeping fewer than 6 hours gives **0 Sleep points**. Guard duty does not count as sleep but does not break the Rest. --- ## 4. Comfort (0 → 4 points) Comfort is provided by the equipment used: bedrolls, hammocks, tents, beds, etc. Each item describes the comfort value it grants. - No equipment → **0 points** - Basic to high-quality equipment may grant **1–4 points** If the character does **not remove armor or any encumbering equipment**, Comfort is **always 0**, unless the armor states otherwise. --- ## 5. Additional Modifiers Talents, spells, emotional states, objects, and environmental conditions may alter the Rest Score positively or negatively at the GM’s discretion. Example: - Heavy rain without shelter may reduce the score by **3**. --- # Interruption of a Rest If a Rest is interrupted, it must be treated as **two distinct Rests**, each with: - Its own duration - Its own Rest Score - Its own regeneration calculation This allows the score to change between segments (e.g., loss of equipment, change of environment, new emotional state). --- # Definition of Physical Activity Any **voluntary physical activity** cancels the Rest, including: - Walking (even slowly) - Running - Climbing - Fighting - Carrying loads Non-physical actions do not break the Rest but do not count as sleep. --- # Score Usage Rest Score determines **regeneration per hour**. > **Regeneration = (Rest Score × Duration in hours)** High Rest Scores may provide optional bonuses at the GM’s discretion. --- # Examples ## Example 1 — Forest Rest Aliena, Balthazar, Calliope, and Demilio rest in a forest for **8 hours**. - Fresh stream water → **Thirst = 6** - Satiating but bland food → **Hunger = 4** - Each sleeps 6 hours → **Sleep = 4** - Each uses a hammock and removes armor → **Comfort = 1** **Rest Score = 6 + 4 + 4 + 1 = 15** Regeneration is based on **8 hours** and a Score of **15**. --- ## Example 2 — Interrupted Rest Calliope begins a Rest inside a cave. ### First Rest Segment — 3 hours - Drinks enough fresh water: **+6** - Eats well (same food for both segments): **+6** - Sleeps 2 hours: **+0** - Uses a bedroll: **+1** **Rest Score = 13** This 3-hour Rest grants regeneration based on Score 13. A disturbance forces the group to relocate, and during the move, **Calliope loses her bedroll**. ### Second Rest Segment — 5 hours Conditions are mostly similar, except she no longer has her bedroll. - Still hydrated: **+6** - Eats the same food as before: **+6** - Sleeps 3 hours: **0** - No bedroll (bare ground): **0** **Rest Score = 12** This 5-hour Rest grants regeneration based on Score 12. Calliope therefore completes **two independent Rest periods**, each with its own Score and regeneration. --- # Discussion The Rest Score system is designed to make resting a meaningful part of gameplay rather than a simple mechanical reset. By requiring characters to manage hunger, thirst, comfort, sleep, and environmental factors, Rest becomes an opportunity for player creativity and strategic decision-making. Players are encouraged to actively influence the Rest Score through actions such as preparing food, securing shelter, improving morale, or using equipment effectively. Rest also becomes a narrative moment where characters can interact, share stories, plan future actions, and develop relationships. The GM may reward such interactions with positive modifiers, reinforcing the role-playing aspect of Rest. Because the system is flexible, the GM may also opt for a simplified Rest Score when detailed calculation is unnecessary. Suggested baseline values include: - **Poor Rest:** Score ≈ 10 - **Adequate Rest:** Score ≈ 15 - **Good Rest:** Score ≈ 20 - **Excellent Rest:** Score 25+ These values allow the GM to quickly assess Rest quality when time is limited or when the situation does not warrant a full breakdown. The intended goal is to balance mechanical clarity with narrative freedom, making Rest both mechanically impactful and story-rich. --- # Key Points Summary - Rest lasts 1–12 hours per day. - Physical activity cancels the Rest. - Rest Score = Thirst + Hunger + Sleep + Comfort + Modifiers. - Regeneration = Score × Duration. - Sleep requires 6h+ for +4 points. - Comfort is 0 if armor remains equipped unless stated otherwise. - Additional modifiers (weather, morale, items, magic…) are fully GM-controlled. - Interrupted Rests become separate Rest periods with independent Scores and regeneration. - Roleplay and creativity may grant extra bonuses at GM discretion.
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Background:
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Coins:
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