Guidelines

Initiative

  • All players roll 1d20 + Agility.
  • Enemies roll as a group.
  • Players can swap initiative order with one another at the beginning of a round, but not during a surprise round. The new order is permanent for the rest of the combat.

Turn Structure

Each turn, a player can:

  • Move up to their movement distance
  • Take 1 Action (attack, cast, check, use item, etc.)
  • Use SP or MP for bonuses, powers, or reactions
  • Reactions: Spend 1+ SP/MP to react with an attack, defense, or spell


Each player and NPC’s turn is considered a Beat. A Round is completed when all participants have completed their respective Beat. Any participant can use one reaction per round between beats if they have the SP/MP to activate the reaction. A reaction can not be a sustained ability.

Difficulty Check (DC)

To determine Difficulty Check (DC) for an action, use the following formula:

DC = 10 + Relevant Modifier + Affinity Rank + MP/SP used

Rest and Recovery

Even the most hardy adventure must rest from time to time. Rests may not be taken consecutively. They must be seperated by type and at least two hours.

Short Rest

Duration: 30 minutes to one hour

Characters may not take Short Rests consecutively. Once a character takes a Short Rest, they must take a Long or Full Rest before receiving benefits from another Short Rest

Recovers:

  • SP: Restore half of a character’s maximum Stamina Pool.
  • MP: Restore half of a character’s maximum Mana Pool

Long Rest

Duration: Six to 8 hours of uninterrupted sleep and recovery in a safe place.

Characters may not take Long Rests consecutively. Once a character takes a Long Rest, they must take a Short or Full Rest before receiving benefits from another Long Rest.

Recovers:

  • HP: Restores up to half of a character’s maximum health points
  • SP: Restores all a character’s expended Stamina Points
  • MP: Restores all a character’s expended Mana Points

Removes:

  • Temporary Conditions

Full Rest

Duration: 24 hours of uninterrupted sleep and recovery in a safe place.

Characters may not take Full Rests consecutively. Once a character takes a Full Rest, they must take a Short or Long Rest before receiving benefits from another Full Rest.

Recovers:

  • HP: Restores all a character’s health points
  • SP: Restores all a character’s Stamina Points
  • MP: Restores all a character’s Mana Points
  • Lost ability points

Removes:

  • All non-permanent Conditions

Healing

Characters can use Mana Points and Affinity abilities to restore Hit Points outside of Long or Full Rests.

Use the following formula for healing abilities:
1 MP= 1d4+Level+Affinity Rank Hit Points healed

Every MP used increased the healing done by 1d4.

A character may not heal more Hit Points than they currently possess.

Movement

All characters have a base speed of 30ft per Round.

Sight

All Cultures have the same basic vision. Characters can see 100ft in daylight and 50ft in dim light (night).

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