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).