Category:Game System (1.31.99.:2-897): Difference between revisions

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=== Combat; Basic ===
=== Combat; Basic ===
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{| class="wikitable" style="margin: 0 auto;"
|+Pre-Stage: Setup
|+Pre-Stage: Setup
|Gain Bonus depending on action pre-confrontation
|Gain Bonus depending on action pre-confrontation
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|The final stage is making sure you tallied up whatever you had to due to whatever you decided to use. After this is done, end your turn.
|The final stage is making sure you tallied up whatever you had to due to whatever you decided to use. After this is done, end your turn.
|}
|}


=== Momentum ===
=== Momentum ===

Revision as of 18:50, 11 July 2022

Game Play

Combat; Basic

Pre-Stage: Setup
Gain Bonus depending on action pre-confrontation
Sneak/Run
You might get a hit in before initiatives
Stage 1: Initiative
After all participants have been decided, everyone roll Initiative, and go in order from highest to lowest.
Stage 2: Actions
At the start of your turn, look at your Action Points. This is how many actions you have for the entire scene. Check the table below for the list of what it can be used for.


Once you run out of actions, you must use the common stunt 'Rest', which trades off your turn for 4 Actions, alternatively, you can use the common momentum stunt 'Action Momentum', which can be found in the Momentum section.

Cost Action
1 Actions M.A.Defense Stats
2 Actions General Stats

M.A.Offense Stats Grapple Stats Planet Piloting

3 Actions Melee

Ancient Space Piloting

4 Actions Modern

Troop Command Cybernetic Use

5 Actions Shin.Stats

-Aaryn, Wuyfreg, Hoan, Dlua

8 Actions Stunts
Stage 3: Reaction
Once an action has been done, this is the target's turn to react, typically in a defense way.
Stage 4: Effects
If the target's reaction isn't good enough, you deal whatever effects, like damage.
Stage 5: Totals
The final stage is making sure you tallied up whatever you had to due to whatever you decided to use. After this is done, end your turn.

Momentum

Common Stunts

Crits

Grapples

Inventory

Charisma, Scholars, & Intuition

Statistics

Stealth

Traits

Sheet

Background

Traits

Echelon

Aspects

Stats

Attributes

Status
General
Shinmanaokimagi

Skills

Proficiencies

Effects

Positive

Negative

Trauma

Stunts

CYIN

Inventory

Pnemaology

Needs

Vim

Hunger

100%: Burst;

75%: Stuffed;

50%: Full;

25%: Satisfied;

0%: Not Hungry;

-25%: Peckish;

-50%: Hungry

-75%: Famished;

-90%: Ravenous; -100%: Starved;

Thirst

100%: Drowned;

75%: Flooding;

50%: Full;

25%: Satisfied;

0%: Content;

-25%: Dry; Nothing

-50%: Thirsty; Dizziness

-75%: Mild Dehydration; Fainting

-90%: Moderate Dehydration; Organ Damage -100%: Severe Dehydration; Death

Temperature

100%: Boiled;

90%: Heatstroke;

75%: Hotter;

50%: Hot;

25%: Warm;

0%: Perfect;

-25%: Chilly;

-50%: Cold;

-75%: Colder;

-90%: Frost Bite; -100%: Frozen;

Vitiation

Bio Tissue
Infection

0%: Sterile;

Completely clean, with almost no trace of infection.

25%: Tainted;

50%: Contaminated;

75%: Vitiated;

90%: Infected;

After reaching this, unless lowered, it gradually raises until you've turned. 100%: Turned;

Once you've reached 100% infection, you've turned.

Corruption

Vivacity

Sanity

100%: Psychopath;

90%: Psychosis;

75%: Disconnected;

50%: Disturbed;

25%: Warm;

0%: Sane;

-25%: Cold;

-50%: Disturbed;

-75%: Disconnected;

-90%: Psychosis; -100%: Sociopath;

Hollowed
Degradation