Combat and Storytelling Phases: The Narrative Wizard
The Combat Phase: Sucker Punch to the Back of the Skull
Combat for characters can be either at a personal range or at a distance which is measured by either squares or feet. Squares remain five (5) feet as in most traditional pen and paper games and all moves, spells and movement speeds will be given in both.
Basic Attacks and Spells
All characters start off with a single Physical Attack, Ranged Attack and Magic Attack at level one. Physical and Ranged Attacks are generic weapon strikes that are determined by the equipment you hold while a character’s Magic Attack is based on the Attribute they picked at character generation. All Magic Attacks at first level deal 1d12 and cost two (2) Mana per cast. Ranged Attacks also cost 2 Stamina per shot.
A Fireball that can target one enemy that deals 1d12 damage though this attack has no range so long as the caster can see their target. This attack can cause combustible materials to catch fire but cannot impart the Burn Condition.
Creates a lance of ice that shoots through the air at an enemy and deals 1d12 damage upon striking. While the ice lance cannot cause the Frozen Condition it pushes anyone successfully hit back 5 feet.
A bolt of lightning that stretches 10 squares (50 feet) forward though only one square (5 feet) wide that deals damage to any in its path. This spell cannot cause the Paralysis Condition
Creates a cloud of noxious fumes that deal 1d12 damage halved to any that stands within it. The cloud is a five by five square (25 by 25 feet) area that can be placed up to four squares (20 feet) and forces anyone who remains inside of it for two or more turns to roll a Save or be Poisoned.
Drains health from the caster to cast a ball of darkness that damages any target within 5 squares (25 feet)
Heals yourself or a target with a flash of warm light, this spell can be cast at any range so long as the caster can see the target
A wave concussive force four squares (20 feet) wide that reaches 6 squares (30 feet) in front of the caster that deals damage to any enemy in the way. Unlike other spells this spell is not affected by Ability Bonuses.
Rolling to hit and Dealing Damage
Rolling to hit a foe is based on their armor the foe is wearing, which will provide a number that a character must beat on an attack roll before they can roll for damage. This number must be met for each attack or the attack did not land. This number is known as the Armor Value.
Damage is rolled by a number of d12’s and all damage is reduced by the Enemies Armor Score before damage is removed from their health pool. Magic and items can restore health removed from your Health Pool or even increase your Armor Score.
Spells damage is subtracted from half the armor score of your opponent, making it more dangerous against heavily armored foes. Enemies can have a special stat that players can only achieve though items called Spell Armor Score which acts the same why as Armor Score does with Physical Attacks.
Spells can be upgraded by Perks while physical attacks can be improved by weapons or perks to grant additional die of damage. Each die of damage rolled is granted the Ability Bonus unless otherwise noted in an item, move or spells description.
Theatric Displays in Combat Phases
Players can attempt to gain more damage or reroll an attack once per Combat Phase. A Player must declare he is attempting a Theatric Display before the action or during the same post as said action. The GM may allow the Player to receive a benefit if they feel the post or description of the attack is creative enough.
Healing and the Darkness Attribute
Healing always does a base number as determined by the spell and your level though each time you are healed you may add your Haleness bonus to the end result as additional Health restored, Healing Spells also receive a bonus from the casters Ability Bonus.
The Darkness Attribute removes health from the wielder to deal more damage to a target though it sometimes drains health from enemies to restore it to you. When factoring how much health is subtracted from your Health Pool subtracts your bonus from your Haleness Score, this cannot drop the number below one. Darkness Spells and Moves are not affected by bonus damage based on your Ability Bonuses.
A negative effect that most often occurs due to magic, items or physical attacks when they are imbued with an Attribute, conditions are harmful and oftentimes cause an otherwise normal attack to be particularly lethal.
A save is a roll a character can undertake to resist the effects of a condition. A character rolls 1d12 against the enemy or player that caused the condition plus the Players and opposing roles Ability Bonus. If the character scores a final total equal to or higher than the opposing roll they do not suffer from the condition. Failures mean you must take the full effect of the Condition.
Burns cause pain whenever you move; dealing 1d12 halved every time you move or attack which is not reduced by your Armor Score.
Caused by spells or items, Charmed targets attack allies willingly at the command of the person that charmed them.
Frozen characters move at half their Movement Score to a minimum of one. This Condition persists until a character remains motionless for six turns or the end of the Combat Phase.
Completely immobilizes a player or enemy on a failed roll. Players or enemies may roll each turn to see if they break free of the Condition.
Poison causes damage to an effected Player or Enemy every turn until it is cured, dealing damage equal to the Player or Enemy’s Intellect Ability Bonus every turn.
Staggered enemies cannot act for one turn.
Turns and Flow of Time in Combat Phases
All combat takes place in turns which are a single minute in real time that players and enemies can act. A turn is over when ever each team has finished with movement or attacking. Each Player and Enemy is granted a single movement action and attack action naturally though this can be changed by Perks. Talking is not an action and can be done freely in your teams turn.
A party picks one person to roll 1d12 against the GM’s roll, who ever scores higher gets to have their team go first. A roll of one or twelve is referred to as a Surprise Round, granting the other team the ability to go first and receive two turns on the case of a one or grants the team that received a twelve the same benefit. Every twelve turns, Attack Order must be re-rolled which resets the Combat Phase to the start.
Should a character move outside the range of an enemy’s physical or attack, the enemy is allowed a single attack on that character unless they take a Side Step action. Any Perk that is activated by an attack roll triggers as normal.
Combat Phases Actions
A Full Defense Action allows you to negate the damage of a single attack whether it is magical or physical.
An Assist Action grants another players attack an additional number of dice in their attack as if you had attacked as well minus one die. This action cannot be taken if you only have a single die of damage.
The most valiant of Combat Phase Actions and one that no party should ever forget. Sometimes you have to run away whether you like it or not.
The Run Action allows a character to move at twice their Movement Score for a single turn though they may not attack
An action that allows a player to move at half their current Movement Score without being attacked.
Storytelling Phase: Epics Have to Start Somewhere
The Storytelling Phase takes place any time the Combat Phase is not declared. Storytelling can be as big or as little a focus as desired though all games have Storytelling Phases in some way shape or form. Below are listed a few events that can transpired during the Storytelling Phase
Players have to buy and sell to keep themselves well supplied and not overburdened by junk.
Plot can move outside of combat, any Plot Progression that takes place outside of the Combat Phase takes place in the Storytelling Phase.
Rest and Relaxation:
Every group needs a little R&R, this can either be a trip to the in just to Role Play or an actual break from the story altogether.
It’s not a generic fantasy game without side quests. Any side quest that takes place is part of the Story Telling Phase until that Combat Phase starts.
Theatric Displays in the Storytelling Phase
Theatric Displays are not to be confused with Role Playing, they must be declared before undertaking them though the limit on them is fully up to the GM. Theatric Displays in the Storytelling Phase must also have a clear and express purpose for being undertaken. Rewards are also determined by the GM though should not be world shattering. Thematic Displays in the Storytelling Phase are meant to be embellishments and side events to impact the story, nothing more.
Challenges During the Storytelling Phase: Work is Never Over
There are times in and out of the Storytelling Phase where a charcter will attempt to complete a task that are otherwise left up to the GM, such as climbing a tree, swimming or other activities in this vein. These are termed as Skills and focus on a particular stat which a character must roll to see if he beat the challenge the GM has set. A GM can place a Challenge on the task a Player undertakes ranging from one, being the eaisest, to 12 being the hardest. If a Player rolls equal or over the Challenge they have succeeded. A 12 is an automatic success while a one is an automatic failure unless the Challenge is a one, in which case the player does not need to roll at all. There are four Skill Challenge Types.
Strength Skill Challenge:
Things like climbing, pushing or destroying something outside of the combat phase.
Intellect Skill Challenge:
Remembering a vital piece of information, studying and other tasks that require a keen and swift mind make up the Intellect Skill Challenge
Dexterity Skill Challenges:
Dodging falling objects, running up surfaces and other tasks that demand speed over power make up Dexterity Skill Challenges
Haleness Skill Challenges:
The Haleness Skill Challenges are any other task that the other three would not cover.
Skill Challenges can be held during the Combat Phase should they be called for.