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ROLLING DICE

 

The dice rolls are only necessary when your action will affect others, or when storyteller/skill/spell requires a roll. 

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When rolling vs someone, follow this simple rule: Your successes - defenders successes = remaining successes is the result

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When rolling a skill check: Your success scored is the result. 

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NORMAL ACTIONS:

During a single turn you may perform ONE of the following actions. Note that not all actions require a roll. â€‹â€‹â€‹

  • Attack

  • Grab something or someone

  • Cast a spell/blessing/curse/illusion

  • Shapeshift

  • Reload a weapon

  • Use a mental power or a command

  • Summon an assistance (animals, spirits, etc)

  • Concentrate (this prevents you from doing anything else, even defending yourself, since you put all of your attention into something. This also often takes more than one turn or even continues use) 

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FREE ACTIONS:​

These actions are free to use and do not count as an "ACTION" as described above.​​​ Free Actions never require a roll.

  • Movement up to 10 meters (some powers expand that distance)

  • Speak

  • Sheath or Holster or unsheathe or unholster a weapon.

  • Defend against an attack. (Unless you have surrendered your defence via a power or concentrating)

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DICE ROLLS

 

  • Hand to Hand Attack: Roll Strength

  • Melee Attack: Roll Dexterity + Any Bladed Melee Weapon Bonus  Or  Roll Strength + Any Blunt, Axes, or Long Weapon Bonus. 

  • Ranged Attack: Roll Perception + Ranged Weapon Bonus. 

  • Magic Attack: Roll Intelligence

  • Mental Attack: Roll Charisma

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Dodge: Roll Dexterity.

  • This is used to dodge any incoming attack that meant to hit you physically, something that you can see or anticipate and then get out of the way. Therefore this works vs Hand to Hand, Melee, Ranged, and Most Magic Attacks (projectiles, explosions, etc.)

Mental Defense: Roll Perception.

  • This works vs any attacks that you can only feel mentally. Therefore this works vs ALL Mental Attacks, as well as select Magic Attacks that attack your very being, without giving you a chance to dodge (curses, matter altering, etc.)

Parry Defense: Roll Dexterity

  • This is only possible when you are using Melee Weapon to parry another Melee Weapon. 

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Persuasion and Lying: Roll Charisma.

Seeing through Persuasion and Lying: Roll Intelligence.

Stealth: Roll Dexterity

Spot Stealth: Roll Perception

  • Remember that you can't spot someone you can't actually possibly see. Someone who is invisible or hiding in a closet essentially can't be rolled against till they give you an opportunity to do so by revealing themselves or moving around. 

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Special Rules

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  • Armor: The amount of armor you have simply ignores equal amount of damage. This works against all attacks that physically hit you, be in a fist, bullet, sword, or fireball. Armor does not work against attacks that attack you from within, such like poisons, mental attacks, or magic that does not physically hit you. 

  • Crits: Any roll that scores 5+ successes over someone (after armor subtraction) or a natural 20 roll counts as a critical effect. 

    • Crits only apply in combat, giving anyone who been hit by a crit a -1 to all rolls for a scene. 

    • Crit penalties stack. 

  • Botch: Any natural 1 roll results in a botch, regardless of successes scored. A botch is a spectacularly failed action, which results in additional penalties depending on situation.

    • In combat however this means that if you botch your attack, it fails and if you botch your defense then attacker gets +1 success to whatever score they already rolled vs you.

    • Unless of course both attacker and you botched, then it's stale mate. 

  • Ambush Attacks: When attack someone out of Stealth, add +3 to your attack. 

  • Invisibility: While using invisibility powers you gain an ambush attack bonus on your attacks.

    • ​If someone tries to attack you while you are invisible, they roll -3 on their attack. 
    • When you interact with anything physically, such as attacking someone, opening a door, picking something up, etc, you are then revealed for a couple of seconds, allowing others to attack you without penalties for their next roll, if they chose to attack you of course and not someone else. 

  • Grabs/Holds: You may chose to grab someone instead of attacking them. The grabs deal no damage, instead used to apply certain powers or simply to hold someone. â€‹â€‹

    • When grabbing someone physically roll (Strength vs Dexterity) or (Intelligence vs Dexterity) when using magic grabs/holds/ensnare. Successes that you score will result in equal debuff penalty to all dodge rolls for both of you if either of you are attacked by someone else, for as long as hold is initiated.

    • Note that long range magic holds only apply the dubuff to the one who is grabbed. 

    • The grab can be just that, no damage, just grab. Alternatively you may grab and attack in the same time, such as bite, knee, head butt, etc, in which case it is done as a single roll. 

    • If you chose to hold someone, you may physically interact only with the person that you are holding. 

    • Every action that you take against that person, be it just continuous hold or an attack while holding them, will be rolled as per usual (Strength vs Dexterity.) If the held person wins the roll than they slip out of your hold. 

    • Additionally, the held person may chose to break free from your hold with their strength, in which case they may roll (Strength vs Strength) as their defense roll. 

  • Power Bonuses: Some powers instead of adding to a stat may add a bonus to some of these rolls. In those cases the power will clearly state to which roll that bonus is applied. Ex.: Add +3 to next close range attack. 

  • Concentration: Some powers and tasks require you to concentrate. This means that you may not take any other actions, nor even defend yourself while concentrating. If interrupted, you lose all progress and have to start over. 

  • Mental Attacks: All mental attacks can only be attempted once per scene on a same target. What are the mental attacks though? Any actions like that of mesmerize power, something that will intrude on targets mind and affect it in some way. Be it reading their memories or making them do something. This rule is only an exception when you have certain level of Enchanter specialization, which allows these effects to be attempted twice on someone per scene. 

  • Flight: While flying you may not be hit by melee or hand to hand attacks unless you come closer to your target or they come to you. Any ranged attacks or mental attacks or attacks from someone who also can fly work just fine. Also when you swoop down to hit someone with hand to hand or melee then you expose yourself for a close range attack as well. 

  • Movement: The only times we apply rules to movement is during a combat. Let says someone is using ranged weapon vs you at max chat range distance, which is 20 meters. You do not have a gun and want to punch them. Since they are so far away, you need to spend your action closing distance, unless you have speed powers that allow you to close distance and act in the same turn. 

  • Shapeshifts: Shapeshifting to any form takes 1 turn and is considered to be an action. Additionally shapeshifting does not stack with other shapeshifts. Such as level 1 demon true form bonuses do not stack with level 3, or werefox partial shift don't stack with their full shift. You chose which form you take, can't benefit from all of them at once. 

  • Some Things Just Work: There are many powers that do not require a roll and will just take an action to make work. This also applies for Debuffs, where some of them will just work. The golden rule here is to follow the power/debuff description, if it does not list a roll then it just happens. This may seem unfair at times but this is done for balancing reasons and with simplicity in mind. Some powers or debuffs require for something else to happen, like physical touch, which already requires a roll, some are part of a core kit for a race that relies on them to even out the field. On other hand there powers that offset debuffs or buff others without need of a roll as well. 

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COMBAT RULES

 

1. Everyone involved in combat roll Dexterity for Initiative, which determines who acts first, second, etc, from highest to lowest. 

  • Initiative is rolled only at the start of the combat, not at the start of every round. 

2. The first combatant in the order emotes their action and then rolls it if it requires a roll. 

  • Most combat actions, spells, and absolutely all attacks require a roll. There are a few actions that do not require a roll, such as shapeshift, weapon reload, concentrating, and a few other select spells, powers. The golden rule is that if action is not an attack and there is no roll attached to it's description, then it works without a roll. 

3. If the roll was made vs someone then the defendant rolls the appropriate defense. (See Dice Rolls above)

  • The result of the attack follows these rules: Attackers successes rolled - defendant successes rolled = resulting damage/effect. 

4. Repeat step 1 and 2 for a combatants next in order of initiative, again and again till everyone had their turn to act. 

5. Once everyone involved had their chance to state/roll their action (unless prevented or forfeited) then round is over and next round begins, which follows exactly same format from steps 2 to 4 till combat is over. 

  • Combat may end for many reasons. One side wins by bringing their opposition to 0 HP or by making them submit in other ways, by escaping, or if both sides decide to stop. 

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JOINING A COMBAT:

  • Characters who are not present during the start of a combat may not join in until they have announced their arrival and  five turns have passed for each individual involved in the original combat scene.

  • During the five turn cool down characters may not aid, fight in, distract people in,  or affect the combat in anyway.

  • Combat is assumed to be happening a lot faster for characters involved in the combat than the players involved in the combat.

  • The cool down represents the speed of combat.

  • Players who just arrive are forbidden from any action pertaining to the combat until this cool down period is over. 

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ESCAPING COMBAT:

  • To escape combat you must state that in your emote and then spend your action to retreat. During that action you may not do anything else but run away. You need to successfully defend against all attacks thrown against you. 

  • You need to do this for two turns, and if you have not taken damage during both turns of you retreating then you have fled the scene. 

  • Note that there are an exceptions to this, such as someone might use a mental power to stop you from running. As well as you may not escape from something like a looked room with no windows. 

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OUR SPECIAL REQUEST:

  • During combat you we do ask everyone to understand that your emote will matter as much as your roll. This means that if you emoted that you tried to beat someone with a balloon, then it does not matter how many successes you scored, it will do 0 damage. 

  • Alternatively we might have a situation where a human finds themselves combating pereternaturals while barehanded. Obviously it would be hard for a barehanded human to take out a werewolf or undead that may not even be knocked out. Still, in fairness of the game, it must be possible, so we ask people to replay smart. Perhaps a human can find a improvised weapon on the scene, or pick one up at the final attack that would bring the beast down. While those improvised weapons don't add bonuses, it makes it way more believable to grab a stick in the last moment and impale a vampire through the heart than beating it down with bare fists as a human. You may also utilize whats around you as a resolution to your victory. Upon taking a preternatural foe to 0 HP, push them off the cliff or out of the window, or perhaps into an upcoming car. Be ceative. 

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COMBAT EXAMPLE

 

  1. Vampire and Werewolf come head to head and one of them starts combat. 

  2. Both of them roll Dexterity for initiative, vampire scores 5 successes and werewolf scores 3 successes, therefore vampire gets first action. 

  3. Vampire emotes their attack in chat, and then rolls Strength to punch a werewolf, they roll 4 successes. 

  4. Werewolf rolls their defense which comes up as 6 successes so the attack does not land. 

  5. Werewolf then emotes their action, and then rolls Strength to claw the vampire, this roll comes up as 7 successes. 

  6. Vampire then rolls defense and it comes up as 4 successes. 7 damage - 4 defense = 3. This means vampire should take 3 damage but they only take 2 due to having 1 passive armor. 

  7. The round is over, rinse and repeat till round is over. 

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HEALING RATES

 

All the healing rates below are without special abilities or magic taken into account.

  • HUMANS & FAERYN : By far the most fragile of all species. They treat all wounds without medical attention as healing at the rate of 1 point per 5 days. With medical attention, they can be fully healed at the hospital after 3 days.

  • VAMPIRES: Vampires can heal via blood /energy feeding. This can be done off screen though we recommend finding a victim IC,. Unless the vampires body is destroyed by sun, fire, or decapitated the vampire can still be revived with small amount of blood. When revived, the undead will have 3 HP. Vampires heal fast with ingestion of blood, without it however the process is much slower. Undead regain 1 HP per day without feeding. Undead may regenerate lost limb, which takes a full week. 

  • WEREBEASTS: Passively regenerate once a combat scene is over at the rate of 1 health point per 3 hours.

  • DAEMONS:  They regenerate 1 HP every 3 hours.

  • BANE MATERIALS (Either a flaw or innate species weakness) Banes will null any passive regeneration, for werebeasts versus silver or daemons with sanctified damage, they must go to the hospital and heal as a human does. Fire is considered a Bane Material to vampires

  • LOSS OF LIMB: Check the species page to see if regeneration of limbs/digits/ etc is possible. In most cases it isn't.

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